people are blowing this out of proportion, i’m having zero problems in my T2 interceptor, so I don’t want to hear any complaining at the higher tiers. I mean for ffs my ship moves faster without afterburners than it did with afterburners before the patch.
You try taking on an Inquisitor with 60K survivability rating on a ship that can do 1.4k damage (AT MOST) per shot when you can die in 4 seconds flat.
The upper tiers have a very different feel to them, so this is a blanket statement you cannot simply make.
T4/5 interceptors start feeling a lot weaker than you will be used to in T2.
or maybe you’re just bad to be making excuses like that, lol.
You try taking on an Inquisitor with 60K survivability rating on a ship that can do 1.4k damage (AT MOST) per shot when you can die in 4 seconds flat.
it seems to me, that your problem is you’re trying to take the lightest class and throw it against a guard ship, probably in range of its countermeasures too.
but besides that, if you are dying then you are not going fast enough.
Is this yet another step in steering us down the path towards
Limiting choice of ships in battle to a single race
As part of the development of Star Conflict universe we will more clearly describe the confrontation of different races in the vast galaxy. One of the measures we take to solve this problem is requiring the players to go into battle on ships of only a single side of conflict. However, the mercenaries are always quick to move from one side of the conflict to another …
Is this yet another step in steering us down the path towards
Limiting choice of ships in battle to a single race
As part of the development of Star Conflict universe we will more clearly describe the confrontation of different races in the vast galaxy. One of the measures we take to solve this problem is requiring the players to go into battle on ships of only a single side of conflict. However, the mercenaries are always quick to move from one side of the conflict to another …
the only time i’m not fighting jericho side is when i’m grinding, when i want to have fun i switch to emp or fed
Is this yet another step in steering us down the path towards
Limiting choice of ships in battle to a single race
As part of the development of Star Conflict universe we will more clearly describe the confrontation of different races in the vast galaxy. One of the measures we take to solve this problem is requiring the players to go into battle on ships of only a single side of conflict. However, the mercenaries are always quick to move from one side of the conflict to another …
that is still their intention, and I think this was a step towards that.
But in my eyes it can never be balanced due to ship role layout, and missing roles in factions.
BCHyperion: You might want to refrain from commenting about things you’re not entirely sure of, and passing judgement on people you don’t know well enough about.
Limiting choice of ships in battle to a single race
this game has been on a downward spiral since the .7x patches and I do not see anything showing that the developers know what they are doing
I had a full hanger of usable ships and now I have a full hanger of crap
I dont have enough funds to fit the ships back to a usable state
I did fully fit out my T3 Kite and OMFG did it SUCK. :facepalm:
now my energy drains like there is a hole in my fuel tank
my guns are like potato shooters and I didnt even get significant speed boost. ( I was hitting 533 as my max speed with thrusters and now I am at 573 and it doesnt feel any different because everyone else is moving faster)
why do I keep playing this awful game… I wish there were other games that had the “feel” this game has when you are moving about because that is the only thing left this game has going for it.
I would rather pay a month by month subscription then this F2P trojan bullship
And yet again i do like the changes (of course i don’t like side effects such as players have to reequip everything and some of them don’t have moneys to do so, but there is a PvE for a reason, yeah sure it is boring, but spending an hour in it wont kill you, but on contrary you will be able to outfit most of your stuff for PvP), after spending couple hours in hangar outfitting ships, comparing them and analyzing what i can squeeze out of them, i like it even more. Sure its not perfectly balanced, it never is after changes of this magnitude. The diversity between ships in a same role but in different factions is tremendous.
Don’t forget that all those changes were done across the board, it is not 1 [insert your favorite ship here] that got changed, every ship has to face iterations of new builds.
And Energy management pre 0.9.4 was almost non existent, it mattered on couple ships, yet still wasn’t really taken seriously. Now you have to think what do you want from your ship even more
Indeed i could use passive armor… but don’t you think the mandatory use of a module with malus for some ships is just a little bit unfairy?
For the rest, i agree with you more or less… is not bad if you have to learn to manage your energy … BUT having the most squishy class (interceptors) , already nefed in speed (couse seriously, none cares so much about base speed…) as one of the most avid energy absorber from afterburners … well that’s craazy.
[And mate… btw… i don’t think you ned me to tell flaying interceptors withouth permanent afterburn usage is just impossible]
kite? kite is awesome. light weight hull, 2 raw speed accelerations, and you are stable and fast. of course slower than before, but that nerf affected all ships.
to note, the kite has a very different layout as the eagle-b (the golden one), which therefore became more lucrative to me again.
kite has 3 eng, 1 sh, 1 hull, 2 cpu
eagle-b has 3eng 2sh 2cpu.
therefore the eagle-b can be fitted to be faster than the kite with energy drain, or more shieldtanky.
The main issue i have with this patch is the indirect nerf of the afterburner implant.
rapid fire plasmas also made a comeback - even tho only on speed fits. the +39 resistance on mk3 modules at speed is also nice, but it should be explained better, at which speeds it really kicks in.
also an ui design element which optionally shows resistances now would be nice. i know its more clutter, but to keep the ui clean, it could be as i said optional.
and pressing ctrl keeping the orientation of the camera intact would be awesome.
and bring 4 player squads back.
otherwise, nice patch, and at least 20% credit boost is ok. still would have compensated 2-4mio credits to each player after the patch, to make them even explore the new system better.
not saying that maybe some slot designs may have to change in future, i could still equip most of my ships decently. i feel however some ships got too tanky, and actually, the bubble nerf may have been a tiny bit too high. (1%)
kite? kite is awesome. light weight hull, 2 raw speed accelerations, and you are stable and fast. of course slower than before, but that nerf affected all ships.
to note, the kite has a very different layout as the eagle-b (the golden one), which therefore became more lucrative to me again.
kite has 3 eng, 1 sh, 1 hull, 2 cpu
eagle-b has 3eng 2sh 2cpu.
therefore the eagle-b can be fitted to be faster than the kite with energy drain, or more shieldtanky.
The main issue i have with this patch is the indirect nerf of the afterburner implant.
rapid fire plasmas also made a comeback - even tho only on speed fits. the +39 resistance on mk3 modules at speed is also nice, but it should be explained better, at which speeds it really kicks in.
Patch notes: Lightweight Hull is now available at rank 12
We got to keep our old modules for time been, i would recommend to start getting use to setups with no such modules.
Eagle B is actually complete unflayable now:D There u can’t use passive armor too You are just condamned to be unable to afterburns. And ocnidering you are an interceptor…
ANyway how hard could be change the Viewfinder color to red or yellow?? We are asking from moths…
[And mate… btw… i don’t think you ned me to tell flaying interceptors withouth permanent afterburn usage is just impossible]
Actually i use perma Ab only when i get from point A to B or while i am trying to GTFO actively dodging. When i am engaged in a fight 1v1 or group vs group i don’t perma AB. I use rotation implant and in higher tier prefer rotation over strafe modules. When you rotate with perma AB you gonna do so in much wider radius diminishing your own agility and making yourself much easier target, i don’t do full side strafe and shoot i do shots in short bursts while having my vector of movement somewhere to the forward and sides. So i activate my AB in bursts as well to accelerate or throw oponents aiming reticle off. I understand where if you focus on side strafing flying style, perma AB is pretty much a must.
Eagle B is actually complete unflayable now:D There u can’t use passive armor too You are just condamned to be unable to afterburns. And ocnidering you are an interceptor…
ANyway how hard could be change the Viewfinder color to red or yellow?? We are asking from moths…
Sorry but you are wrong - the eagle B is better than previously !! The only downside is no emergency barrier now