13 pages for a new patch. How lovely. Anyone care to fill me in on the current rages and “fixes”?
[…] nukes are lame as hell […]
Not as lame as Self Destuct mod.
13 pages for a new patch. How lovely. Anyone care to fill me in on the current rages and “fixes”?
Some ninja nerfing beyond the patch details, like cutting module bonus range on some tacklers to half, jeri torpedo spam rage, synergy rage… Dunno what else, i usually keep away from most of the patch discussion fiesta - raging people are bad for my health xP
Some ninja nerfing beyond the patch details, like cutting module bonus range on some tacklers to half, jeri torpedo spam rage, synergy rage… Dunno what else, i usually keep away from most of the patch discussion fiesta - raging people are bad for my health xP
So… nothing new. Lovely.
So… nothing new. Lovely.
Luckyo is still whining about frigates and the crap they bring. That’s something.
Luckyo is still whining about frigates and the crap they bring. That’s something.
Again, nothing new there, lol
Again, nothing new there, lol
Well, I only visit this topic to see all the rage. It really doesn’t matter to me. But it’s still hilarious.
Luckyo I know you haven’t leveled those solo completly. You leveled them with friends mostly.
Try doing that solo entirely, and it becomes near impossible without facing 3 man squads or 1 v 1’s non-stop. The 1 v 1’s aren’t that bad, and are quite fun. But the 3 v 3’s is undoable since it’s always 3 randoms vs a 3 man squad.
I’m genuinely amazed at how you’re constantly caught twisting the truth or outright lying, then proceed to accuse others of lying to divert attention from it even after seeing screenshots of the contrary. How could you possibly know where and how I fly if you yourself said that you went to level your T2 and T3 ships? How could you know who I fly with if you yourself said that you in fact haven’t met me in game?
And hilariously, you just accused some of the most respected people in this game of lying alongside me. I tend to get asked by quite a few good players frequenting T5 as to why I fly solo so much. Because they keep meeting me flying solo. And yet, you just told me that I, and now apparently they are lying by claiming such things. Even though you yourself clearly stated that you haven’t seen me in a long time.
So how about instead of projecting your sins upon others, you actually shut up and ask those who actually fly in game with and against me instead?
“Frigates and crap they bring”

Yesterday I actually had a game with no interceptors at all on enemy team. They crushed us with sheer amount of meat that frigates have been given in last patch and hilarious damage output of mortar and torpedo.
Read the patch notes. Note the massive frigate buffs in last patch both to survivability of jericho/empire and speed buff to all (counter singularity buff). Note how people now finally discovered how broken torpedo is (the nerfs have already started too, but they’re just starting - and at the moment there are two kinds of frigates, those that take torpedoes and those that don’t know how to play the game).
T5 as usual is the place where people take the most imba stuff first and abuse the hell out of it before lower tiers even understand its existence. It’s worth noting that until last patch, ESB’s widely feared “kill squads” ran the current most powerful FOTM comp - ECM+gunship+engineer. After the patch they threw out the oh noes super overpowered gimp singularity gunship and took a mortar/torpedo guard frigate instead.
So tell us, why are people who are among the best in the game voluntarily not using the supposed “imba” ship/weapon and using the supposedly “gimp” one instead? And doing it with great success I might add.
You’ve stated you fly during Russian peak types. If I play in the morning, I’m facing T4 ships in T3 to give me plenty of slayer of immortals. If I try T4 at night, I get put in 3v3 matches with bots. Recently at night I have trouble getting even a full human team in T3!
Try playing at 6 am Moscow time on a weekday and see how dead T5 is. The typical number of users is around 800 or less.
I flew a few games this morning, 3v3 against NASA/WPK squads with 2 randoms. It was fun, I could kill at least one enemy in constant 1v3 matches. Shame other two players tended to be pretty useless.
But no ESB kill squads and the NASA/WPK people don’t even run the impa comp yet - they were running only one engy and it didn’t even have mortar. So I actually ended up killing some of their inties before they killed me. Good fun.
“Frigates and crap they bring”
Yesterday I actually had a game with…
PBKAC.
and at the moment there are two kinds of frigates, those that take torpedoes and those that don’t know how to play the game
pretty much. they can wipe a few inties off the map when timed correctly. if you have an inty attacking you and are almost dead, and can’t beat them, might as well join them. suicide torpedo for the troll.
did i mention nukes were lame? think i did…
Agree with betatrash (woot?!) about loyalty grind. i am close to faction 9 omni (legion left at 8), but I had the head start of march, where every won battle granted loyalty, so I was already 9 with 1 and 8 with 2 of them very early. The gap between players from before that patch and after might have closed in a bit, but it is still noticable. I got used to its slowness over time. It is not impossible, and even not that slow as bringing up an Ultima Online character back in the days, but it is so slow, you almost stop caring alltogether sometimes. Also, I have licenses most of the time and 2 DLCs, so I feel this level of grind should be actually license-less play, and do not want to imagine how it is to go the way without any license, as a f2p player, which 80% of our population should be; Of course they heavily rely on military loot. I think most players should actually be owners of the 1-2 DLC to say, they have bought this game, which should be the baseline for the grind factors. It is clearly something which is counter productive atm., especially if it should get more harsh after release, however player numbers did rise slowly, which I am thankful for. I still feel this is the part which burns out most mid-tier-players.
The 50% license for 6 months is actually a very nice promotion atm.
beta, 1.3 w/l ratio sounds more like a lot of lategame T2 farmer (29) to me. Certainly too high for an average player, especially in late T3 (36) without a pubstomp-team. Maybe minimum for ESB on T5, if I believe the rumors *smirk*
Agree slightly about synergy grind being hard. I don’t need to unlock ships for my tier (3) further, so all i am grinding is free synergy atm. until this crisis is over, and i hope it will be over, now that gameplay got so much more balanced out. I still whish this would be solved by 2 separate advancements: synergy based faster shiprole specific leveling, and reputation based unspecific (really) slow leveling, as complete bonus to the current system, to get it more playworthy, and make people actually change ship roles also later (of course owning ships still needed in tiers before, to keep the credit grind) or please achievers and explorers more. This would mean, the synergy grind could stay a lot like it is, and might bring more people faster into a higher tier as a group, and help less skilled players advance into a gameplay they might be better in after all.
Partly agree about loot-find being harsh. I haven’t really looked at loot stuff anymore. I usually just see “ah some green item”, and move on. There is no real choice between gambling for free or gambling for money, at least you get told, that you most certainly will loose the gamble. Mostly I even hope for it, as it gives me credits instantly. Also, I only look how often my first salvage attempt succeeds, since it should be more often the case. It is acceptable. I am rather more disappointed, that there is still multiple "No loot found"s in the system, it would be enough if there is only one, kind of the “one which you don’t want to find”. I also feel, something to do with my inventory items would be great for keeping my interest when I have to metabolize Adrenaline between battles, e.g. combining items to create a purple, or some other resource meta-game, which obviously most people find too “complex”, but would not hurt anyway. Well, I still hope, the devs have some plans, tho, so lets wait a bit there.
Disagree about nukes being OP. Nothing wrong with nukes, they were always like this. Jericho LRF is way better to achieve the same goal as nukes, at beacons, especially in Realistic. Beacons could really have some natural partly defense against them, like making them targetable/vulnerable in its vicinity, tho or something. I find it rather okay, they can’t be AMSed. So it depends on the game mode. There is a sentence which I love to be able to say, especially if my whole team for once made it to a beacon, secured it, and keep it: “No nuke today”. Which means one covert ops being focus-targeted and positroned after the other, while trying to troll in. It needs a lot of team-play to place dangerous nukes in a match of 2 stronger teams. It is of course devastating with a team which has a broken morale already or spends half the battle in the respawn timing. Beacon Hunt is by far the least liked gamemode for me, because it favors the winning party a bit too much, is often decided in the first 2 minutes, and is the hardest to coordinate with a fully random team. Please mark the next beacon earlier, or think about random activation! Combat Recon is only frustrating if people take LRF as captain ship in the weaker team, because that game is already over before it began, but that was always the problem with that game mode, so it is clearly not news.
EM Torpedo nerf has hit me personally the most, but I find it fair, especially after my 1 torp - 7 ppl kill at that bacon right before the patch. Also, I think I trained my enemies to dodge them better. Disagree about an earlier post to make them more visible, probably a missile warning max. in 1km or sth, also short range last resort torps are simply something people should learn to avoid by not ranging in straightly on Engineers, dont go beyond 600m, and keep the health above 8k, which is the usual torp damage, and you will be fine in most fighters/ceptors. Also note, that an engineer using them effectively needs to fit less tanky, to be successful, and Guard AMS is still stopping those. Note, that I have the 8k damage often in my own killmail (i mean the summary), and I really speak of experience; I think most ppl do know, why;
Generally the gameplay in T3 feels much more balanced, a bit too harsh for Ceptors maybe, the capture-cooldown of mass weapon damage (guard smartbombs, lrf torps) could be smaller, than average weapon fire, to promote more active fighting and spreading a bit of damage on enemy ships to stop their cycle. Generally, weapons should not become less prominent, than active modules, for the gameplay, at least I don’t want that to become the case too much. It is still a shooter.
Glad to hear, reducing squad sizes has changed nothing at all in higher tiers. I would play higher tiers with Luckyo’s mindset, but I still find it rather bad it only feels fun for positive personalities, and I have to wait for my team to reach that level, which they were unfortunately very close to before synergy farming. Can we undo the limitation of 3 please, now?
Also personally, I do think, there should be thought about enabling possessed higher tier implants if you enter a higher tier battle with a lower ship and vice versa (disabling them if you happen to enter in a lower tier). I don’t think, that would hurt the actual balancing strategy too much and might remove the big disability of tier mixing a bit. Just a thought. Also, I was pretty impressed by the external thread from Kine of a tier less ship balancing approach, and really hope it gets read by more people.
This is basicly my 0.2cents for this patch, after having tried it now for a couple of days.
Synergy & Loyalty grind are still a problem, and will likely not get fixed for a long time even though it has such a big impact.
I wonder if it could be possible to implement synergy in such a way, that when you buy a R12 ship, you can buy all R1-R12 ships in that faction with credits without needing to grind synergy on those ships. It would reduce synergy grind a lot and make it possible to once again progress in all ship trees instead of only a few.
And loyalty simply needs an income boost of about 50-100% I think…
- T4 should be worth the hassle to unlock. Looking forward to playing up there again. Three rank 9’s to go and I will have unlocked everything I fly down at T3. And just because T4 gets matched in T3 anyways - I say might as well lol
- No Loot Found x 2 was f’king annoying. In 5 games I would pick on average 5 x No Loots. Alot of times a double whammy per win. It’s stupid. I agree it should be cut down to just 1. ie. that spot you don’t want to pick
- This game can really use low level tasks. To keep interest going in-between battles if anything else. I mean remember ‘Bacon’ and ‘Hodor’ in Global? Wouldn’t be much of those if people had other distractions to mess around with. There’s been requests for ability to look at the ship tree while waiting for eg. But we could do with something more involving imho. Loot crafting. Some type of corp interaction game / puzzle / tasks or whatever. +1
- Ain’t so much Nukes as it is the Game Mode. in this case Beacon Hunt. Had a game yesterday where red team did it brilliantly. 6 or so CovOps + 3 Jerry LRFs. Blues got it figured out by third beacon. We didn’t bother capping early. Camped around beacon and kill people. Nearly all the beacons after that weren’t captured for more than 20 seconds before next one activated lol. And final beacon before time ran out? It stayed neutral. That game mode is also where Frigballs do best. I vote to scrap that mode entirely and be replaced with something else.
- Whoever said Coil Mortar was ‘Gimp’? lol. It should be the default frigate choice since the weapons overhaul in 0.9
Thank god for the weapons jam issue lol
- Frigateballs making a comeback right after ECM nerf… heh
- Loyalty boost WILL increase upper tier population. So Devs should consider it.
PBKAC.
A T2 glorified trash can pilot calling T5 ESB kill squads having a “problem between keyboard and chair”?
Or did you not bother to read the post?
:facepalm:
A T2 glorified trash can pilot calling T5 ESB kill squads having a “problem between keyboard and chair”?
Or did you not bother to read the post?
:facepalm:
Oh look! another dead horse! And you just keep beating it!
You are absolutely undebiably awesomely magnificent at beating dead horses! :fed015:
- Whoever said Coil Mortar was ‘Gimp’? lol. It should be the default frigate choice since the weapons overhaul in 0.9
Thank god for the weapons jam issue lol
- Frigateballs making a comeback right after ECM nerf… heh
Honestly, I think you went slightly off the mark. I wrote a lengthy forum post on russian side about the issue, and while I can’t really be bothered to translate a page of text, I’ll make a short version:
-
Coil mortar is currently OP for one simple reason: it can kill a gunship under overdrive spamming singularity at around 1km range faster than gunship can kill the guard shooting the mortar. I.e. the supposed frig hard counter is actually hard countered by a frig weapon. Scissors easily defeat rock. We can expect a nerf or a buff to singularity or both I think.
-
Most people missed the most important part of patch notes. Interceptors got survivability nerfs. Jericho and imperial frigates got survivability buffs. And all frigates got a massive speed buff, which effectively forces gunships to come very close to frigates to be able to hit them with singularity. I.e. well within range where coil mortar will hit with every shot. And with torpedoes. Which gets me to my main point.
-
Torpedoes have been discovered by most frigateers. Essentially they represent the return of nuclear winter gameplay, except they are actually better - they have automatic detonation if target is in explosion radius so they don’t need a wall or beacon to be rammed into for instant detonation. They can travel forward to strike a target at range if needed. And they are remarkably stealthy, being silent in flight, not causing a missile alert for potential targets (like jericho torp does for example) and only having a small smoke trail which is easily missed in the heat of battle.
A good amount of misconceptions currently related to some power ratios in the game are actually about the torpedo. For example, most of the perceived “pulsar buff” that some people report is actually not about pulsar becoming much more powerful (it did due to interceptor nerfs, but not by that much). It’s about an ally somewhere firing a torpedo that immediately pops EBs on all nearby interceptors and drops enemy fighters close to it as well. Then your pulsar one shots all interceptors that come out of the EB and mops up any fighters that remain in the area. Double torpedo often utilized by squads usually means followup up one shots by pulsar of everything non-frigate on attacking side in range. It’s even more broken then nuclear winter nukes.
So it’s no so much of “after ECM nerf” as “after massive frigate speed and tankiness buff, coupled with massive interceptor survivability nerf, coupled with massive nerfs to singularity heating and firing rates and coupled with discovery of torpedo as nuclear winter tool”. It’s not an individual thing but a sum of everything. ECM nerf likely had little to do with it in the end.
Oh look! another dead horse! And you just keep beating it!
You are absolutely undebiably awesomely magnificent at beating dead horses! :fed015:
Indeed, asking for basic reading comprehension from some people is likely a hopeless endeavor.
- No Loot Found x 2 was f’king annoying. In 5 games I would pick on average 5 x No Loots. Alot of times a double whammy per win. It’s stupid. I agree it should be cut down to just 1. ie. that spot you don’t want to pick
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- This game can really use low level tasks. To keep interest going in-between battles if anything else. I mean remember ‘Bacon’ and ‘Hodor’ in Global? Wouldn’t be much of those if people had other distractions to mess around with. There’s been requests for ability to look at the ship tree while waiting for eg. But we could do with something more involving imho. Loot crafting. Some type of corp interaction game / puzzle / tasks or whatever. +1
- Ain’t so much Nukes as it is the Game Mode. in this case Beacon Hunt. Had a game yesterday where red team did it brilliantly. 6 or so CovOps + 3 Jerry LRFs. Blues got it figured out by third beacon. We didn’t bother capping early. Camped around beacon and kill people. Nearly all the beacons after that weren’t captured for more than 20 seconds before next one activated lol. And final beacon before time ran out? It stayed neutral. That game mode is also where Frigballs do best. I vote to scrap that mode entirely and be replaced with something else.
- Whoever said Coil Mortar was ‘Gimp’? lol. It should be the default frigate choice since the weapons overhaul in 0.9
Thank god for the weapons jam issue lol
- Frigateballs making a comeback right after ECM nerf… heh
- Loyalty boost WILL increase upper tier population. So Devs should consider it.
- x2? Try 3 matches of mine last week. No Loot x5. Out of 6 attempts. 2 Greens and zero Purples out of… roughly 50 green drops and 8 purples. Since 0.9. This isn’t normal loot nor 10/30%. AT ALL.
- It’s been said crafting was to be added… When or if it’s even true at this point, no one knows.
- Scrapping the mode isn’t the solution. But it takes effort to do anything useful.
- Positron. Coil Mortars are excellent on LRFs, but that’s it.
- Even I saw that coming. Especially because Jericho LRFs got that massive boost. Because making decent boosts and nerfs instead of just nuking everything takes effort.
- Why? Synergy is what gets you to level up. So what’s the point in upping Loylaty when it’s been CONSTANTLY nerfed to the point where you CAN’T get to T5 blues?.. Except for the ones that managed to get there before the grand nerf.
I do think, there should be thought about enabling possessed higher tier implants if you enter a higher tier battle with a lower ship and vice versa (disabling them if you happen to enter in a lower tier). I don’t think, that would hurt the actual balancing strategy too much and might remove the big disability of tier mixing a bit. Just a thought. Also, I was pretty impressed by the external thread from Kine of a tier less ship balancing approach, and really hope it gets read by more people.
Implant levels defined by the current match, instead of the ship rank. Sounds like a great idea, to me. Although top-level implants would practically never activate, but that’s no big deal.
And ofc, it wouldn’t make much sense, lore-wise (who cares?) so it wouldn’t be very intuitive (but it isn’t, anyway, so whatever)