Are you sure it was 200? Losing 200 thermal resists would make pulsar lethal to anything in probably two shots.
Not quite that bad, but my Minotaur dropped below on third hull when focused by the boss during pulsar. On a Guard it’s probably same as always since because of diminishing returns you wouldn’t have felt the +200 much anyway.
They should make a poll, “Should we remove GS from polls? Yes. No. I don’t know.”
Make it so!
It’s good to see you’ve listened to our complaints and verified that hull tanking was more powerful than shield tanking. I’m going to miss my OP Empire engineers.
Hull tanking was not nerfed so keep on Styx-balling.
Because now it’s supposedly even harder to beat down shields. By buffing shields overall and not shield tanking, it gives a bonus to all ships that have shields, which include Empire ships.
If you scroll down on the first page of this thread, you’ll see that that is not the case whatsoever. The size of the shield hitboxes is all that was changed.
If you scroll down on the first page of this thread, you’ll see that that is not the case whatsoever. The size of the shield hitboxes is all that was changed.
Yes, I know this. But by making the shields ‘smaller’ they’ve become harder to hit, thus shields are now stronger for every ship.
Yes, I know this. But by making the shields ‘smaller’ they’ve become harder to hit, thus shields are now stronger for every ship.
Not that they really clarified, but from the sounds of it, the only ships that were really effected in a way that you’re going to notice is Jericho ships. From what I’ve seen so far, Empire and Federation ships are just as easy to hit as they were before the patch.
Does “nanodrone cloud” DMG counts as Explosion dmg or regular (i.e. Armadillo reduction)
Regular kinetic damage spread over time beginning half a second after the explosion and ticking a second time another half a second later if the target remains in the cloud.
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
This is really annoying as the white letters of the notification does not move out of the way quickly enough and it blocks the view. ( specially if there are multiple notifications )
I much rather have the old way with the notifications down on the right side. Also in PVE sometimes you get notifications from the LAST game…
It’s not you, trust me. Frigballs will never go away, unfortunately. And the latest changes to healing mechanics made sure of that.
I don’t know why people complain about frigballs. They are slow, and you can just take down the objectives easy. In air combat (and space) if you have the speed, you have the luxury of engaging when you want.
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
This is really annoying as the white letters of the notification does not move out of the way quickly enough and it blocks the view. ( specially if there are multiple notifications )
I much rather have the old way with the notifications down on the right side. Also in PVE sometimes you get notifications from the LAST game…
I couldn’t say this better. The idea was not bad, but the execution is awful …
I don’t know why people complain about frigballs. They are slow, and you can just take down the objectives easy. In air combat (and space) if you have the speed, you have the luxury of engaging when you want.
Countering a Frigball is not that hard when you know how do it.
That could look stupid, but a Single Guard well positionned and well Fitted can stop a Frigball.
Secondly, the Railguns Buff (Assault / Gauss) made the Frigates (and Frigball) less resistant against kinetic and allow players to punish easily bad Frigates (Fitting / Pilote).
Other Point : If a Frigate is super tanky, that also mean this Frigate have a super low mobility. And a lot of players do not use this at their advantage.
Actually, I’ve seen only 1 player with the most terrifying “thing” against Frigballs and that’s all.
I see some tools (I will call them “Tools”) not used because players just want to be able to kill everything without dying.
According to statistics and pilot feedback, Empire ships have better kill/death ratios. This is due to the fact that when it comes to damage compensation, shields are inferior to hull (and Imperial ships have stronger hulls).
What? Noooooooooooooo. Who could have known that more damage + more durability would be OP? Not me.
Is anyone else getting a “report translation error” window popping up occasionally while flying? What do I fat-finger to get that and how can I disable it?
I realize that I’m a bit late to the party, but let me say that I think the healing scaling changes are a step in the right direction and I have made a suggestion to expand it:
Shame the christmas weapons are back, quite OP… at least the are class specific this time (like the tackler needs another way to slow ships down). This patch fixed alot of graphical bugs for mac (random black boxes and white lines everywhere) so I am happy but the new efficiency score system is so distracting, can there be an option in settings to turn it off? That way if people still want numbers wizzing round their screen they can
After playing for a while yesterday, I like the new eff display. Maybe because I’m playing in 1920 X 1080 res so the texts are not that big.
I agree that there should be an option to turn it on or off.
Concerning the new weapons, they include some variety to the metagame. And the tackler is now a very viable debuff ship with the freeze beams.
Although I think that the slowdown should be also reduced if out of optimal range, to avoid exploiting 6000 m range freeze beams, like in christmas.
I dont really know if that will be necessary, since the only ships that needs to be slowed down to kill are interceptors, and at 6km it is hard to keep the beam always on the int.
But ive not read the descriptions with attention, doesnt it take like 1,5 sec to inflict the full slow on the target as the ion emmiter do with dammage?