Hey, stop bashing the EM Torp. Itās the only thing sometimes preventing a too easy win for an overwhelming force.
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At least, it makes perfect sense for the engineer. Unfortunately Guards are hard to take down otherwise, so lucky, some of them forget AMS, and lucky, sometimes other frigates take the Octopus. A Guard with EM Torps is sometimes a tough nut, fortunately, EM Torps can be avoided and do need a bit of practice and luck in the offensive as mentioned earlier, and the missing mobility of the Guard makes it less viable with it in many situations. Itās also not a must fit, donāt underestimate cruise, octopus or anomalies, just because itās not a clear kill - if it hits.
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Agreed with Iminurbase, exceptā¦
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If you can hear the launch, you are too close. It would not matter how loud it is, from my standpoint as the attackee. There is simply no time to react, other than expectation and keep your distance until you see the torp, and the only ones avoiding torps are actually usually pretty aware of it happening at some point. A mechanic which would only allow the detonation sensors in one direction in the first seconds after the launch would be better tho, because sometimes I was not even aiming for the poor guy sneaking up on me, it was actually aimed at somebody else. I do fire them on range, too, I swear.
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Taking a torping frig out early or forcing him to miss one or two torps is usually possible in every way and a great hit to that ship.
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Detonation Range (damage range) decrease? No. Detonation Recognition Range (when does torp detonate) decrease (to a certain extent)? Yeah. Maybe. Might be fair.
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On the topic of Ceptor firepower, I do not really have to say much. T4 and T5 are not played heavily enough for me to talk too much about balance yet. It is expected, that there are some individuals with extreme fits, and the others with teams, and a lot of sheep. It is expected, that in smaller battles, Ceptors do not shine either, because they are small and squishy, and either need a frigate party with bigger cohesion as support or enough players to create a beehive. I do see all these kind of battles in T3, where 12v12 or at least 8v8 is usual. I had much more fun with the RF Blaster since Ceptors did get more tanky in T3. I still feel the problem of Ceptor weapons balance should be also compared with its survivability. Ceptor weapons should be statistically above other weapons, while their death count should be above, too. All of the Ceptor weapons are generally too weak, so I ask myself, if the statistics are read / interpreted right in that sector.
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I do not see such a problem with speed. I rather dislike the distribution of modules to higher tiers which is seemingly upcoming. I rather would like to see introductions of new modules in T4 and T5, and generally, moving those tiers a bit closer to T3. (T3 being essential hardware, T4 being military standard and T5 being state of the art modern warfare)
I like the fact, that you can speed without afterburners way more now. I only dislike the fact, there is nothing in the UI helping me realize if my adaptive shield is on, or not.
I do not see T3 as some kind of advanced training games, it just has a big variety of people in it, in terms of experience, however it still is the only place where player numbers in individual fights are diverse and big enough to create statistical results for the balance of this game. Of course, the number of viable fits and ships in that tier has less dynamics, still, it is the birthplace of diversity mixed into total chaos.
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Ironically, I think, the MM makes the community a bit slow. By now, if we had no working launch button, we would be playing non stop in lobbies, or established some kind of player culture, possibly also would have a lot less players yet, however we would maybe have more fruitful discussions. I dislike the fact that squads are maxed on 3, I want 4 back, because it was the perfect Guest spot and never left us hanginā - even if our usual set-up is actually 3 players in my personal squad. I dislike the fact, that since MM is randomizing the team in the end, and there is little gameplay in Sector Conflict, there is also no possibility of team-building in the waiting time, no entry lobby, no strategic decision on which front to play (does not matter after all) etc. I mean, yeah, grouping up in space until triangulation, in the ships and talking, re-arranging ourselves in TS etc. would be the dream, full re-matches included, but lets not get ahead of myself. I just feel, the community numbers are big enough, but there is little yet which encourages a development on that frontier, and rather whine about those problems.
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A more interactive matchmaking process might also be bad for the whole thing, because of people joining and leaving (so I actually like the fact pressing launch is a commitment and that should not change), and emotions and all that human behaviour stuff, so, everything has ups and downs. As we can see even our mechanics to date can be used to avoid fights, however sometimes without intent.
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So on the final note, I hope something is done about the grind, or make groups help players to advance, because battles should not be won by equipment, nor wealth, in the end.
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I like the new module layout changes (with a tear to limitations of certain fits on my ships) however I do agree, some of the slot layouts need more micro-balance, and there should be something done about the capacitor. I would love a capacity reload percentage boost based on maximum capacitor capacity added to the current values, e.g. to make bigger capacitors have better reload rates, or at least have some modifiers for the engine to work with the cap on ceptors.
Since such a boost would make diffusion shield pretty imba, that would need a correction.
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