Ok… after 9 matches, today…
I like the changes…
BUT FIX. THE xxxx. MATCHMAKING.
I’m tired of being paired with utter xxxx against full R11/12 rosters.
Ok… after 9 matches, today…
I like the changes…
BUT FIX. THE xxxx. MATCHMAKING.
I’m tired of being paired with utter xxxx against full R11/12 rosters.
“also, no proton wall (cpu slot) on guards, making them even more susceptible to ecm and other effects.”
Yes, that makes a noticeable difference. Before, with the implant and proton wall, ECM barely affected game play, now it does mess things up. Also, the Cruis feels sluggish with the resist mods on negatively affecting my acceleration. Surprisingly, I can still tank ok with it, but not nearly to the level I used to.
inties basically got a huge buff, since they can maintain max speed and stack multiple adaptives now.
throw a command into that, which makes it easier to maintain adaptive (+40 across the board) and adds resist on top of that (+40 from command buffs)…
plus, speed boost from gravi also acts like a resist allowing you to dodge more shots.
what? inties + command will be unstoppable now.
edit: unless gravi bumps your ‘base’ speed higher, meaning you have to exceed the new base speed…
not even sure what base speed is… need to try it. but anyways, seems adaptives now provide a huge boost to inties.
allowing you to replace all previous resists mods with a single mod that works across the board.
if you’re trying to chase down an inty now, it will make it that much harder since they can stack +40 resists :\
and LOL at 450m/s on coverts without afterburners… seriously… ? with a gravi, that’s almost 600 without afterburners! LOL… put some speed mods on that and you can prob get it to what, 800+?
and… more resists on inties means healing buff…
and the same bug is back as with T2 kinetic missiles.
cannot buy Mk1,2,3 multiphase generators. yet i can still equip the ones i already own.
same for capacitor power relays, submatter shields, and lightweight hull.
Hi all
- I was not really able to check it out, (see Point 2) but in my opinion there was a huge difference in energy usage.
2) a number of my items seem to have vanished.
Ok, total number at the warehouse seems to be ok, but i am missing some experimental modules as well as some Military. for example the Military Missile shield, what number has been reduced, i only have 5 left.
It is ok when Items have been reduced, but there should have been a refund in order to be able to buy some other modules / items.
- New UI graphics look quite good. i think we have to get used to it.
@Dev: Sorry guys, that was the last time i spend real money for this game. Maybe you see it as a joke. i do don’t.
I have the same problem too
And i stop paying credit until you’ve finished to change every two weeks something good into something bad
plus, you cant shield tank a command now… what?
it’s a choice between energy recuperation system, and adaptive?.. cuz you’re gonna need an EM resist. that’s a given…
and cpu doesn’t offer much choice for fit… obviously 2x proton wall… hehe… still doesn’t prevent you from being energy absorbed into oblivion. especially given you lower tank ability now, and lower energy regen…
in fact, my dragonfly had 4 mod slots before and 4 passives = 8 slots… now it’s 7 slots… and not even matched to fit… another ninja nerf to my DLC ships… nice… (or maybe it had 3 passive, in any case… nice nerf)…
used to have 100 shield resists across the board, can’t even get that above 50 now… SERIOUSLY… that kinda stuff just makes me mad. how is this even balance?
also, fed tacklers have no hull modifiers :\
Just looking at my Swarm:
Shrapnel spread is 4-8 deg now and no slot to fit electronic guidance.
Afterburner energy use was increased but no slot to fit energy boosting modules.
with three hull slots my survivability increased by over 30% with my initial fit.
Don’t have time to look at other ships right now let alone play (I don’t have the credits to refit them anyway), but on first sight I’m a sad panda.
PS: Also was unable to find that sensei sticker anywhere.
I spent a little time thinking about new builds for ships. Then I tried a custom battle to see how the changes are. Shrapnel’s worse. Acceleration’s worse. Survivability’s buffed, my Kris AE has 15k hp now. It’ll take some time to actually figure out how to handle the changes.
Atleast now they can’t whine anymore about ECM’s.
It’s a trade of for sure, but they shouldn’t whine anymore…
I always hated them more than stasis
Not saying I agreed with ECM abilities(Which got fixed by a duration nerf), but the whiners were more annoying
Am I the only person actually defending ECM’s?
Note that this is critical damage bonus and not critical chance. This isn’t as OP as it first looks.
Yeah, and based on what the devs have told us about damage, that critical damage boost isn’t worth it on anything but CO or gunship. Even with the ship mod, the percent boost isn’t worth it.
Wait up a sec. Propaganda doesnt help the situation. Ya ECM’s are OP. But I’m not buying the ECM killed a 75k hp guard in a 1v1. Wild exaggeration just provides fuel for the “'cepters are fine” crowd (who coincidentally pwn everyone with their 'ceptors).
Frankly the only real counter to the ECM is a heavily fortified Guard. But lets at least admit that the guard pilot can handle the ECM. We still are free to point out the Engineer, LRF, Command, Gunship, and Tackler all still get smoked to the ECM.
Lies!!! Everyone dies to everyone, just the ECM helps stop you from killing. Soon all ships will be just fighters with different features.
Patches and fixes are often done to balance the higher Tiers, leaving the lower Tiers (T1/2/3) feel gimped, overlooked and utterly ignored by anyone with a voice, despite 90% of the matches being fought there.
And because of match making, they can independently balance tiers. Test out in T5, then T4, then everyone.
Is it just me or they want to stop us from perma-afterburning? Be honest, you almost always mash that afterburner key no matter what…
So true, so so true. It’s either hiding or afterburning.
yus … those Engineer Batteries gonna be super hot right now.
I’ve fitted that on my engineer for a while now. Don’t come to me for shields unless you see a station. I’ve seen how that energy emitter helps me, so I fit it to help others.
loosing 50 million in resist modules and get ca 2 extra millions when joining and some military and all the stuff there just changed on and cant even use it properly, the new version is BAD.
waow seriously, the new version sucks… combat drones kills everything. all frigates now are weak, singularity does 2600 + per hit and still damn powerfull atleast now as u half the power of a frigate and halfs dmg on singu with 6 precent. 50 precent vs 6 precent.
hole new system sucks .
yup, i was going to say as well… singularity 6% nerf is nothing compared to the lower resists frigates now have… 50 resist vs 100… that’s 16% damage… all you can do is go straight HP with auxilliary, providing a meager 20% HP boost, or nerf you accel for a 33% boost with a splitter.
what is 50 resists? i had 50 resists when i was back in R4… this is like R9… :\
ok, i’ve been trying the new update and here are my toughts.
pros: the equipement looks a bit more clean in my opinion which is nice
the speed is increase which cant be a bad thing
the purple loot is good
cons: i suddenly have massive lag spike for 20 seconds at least twice a game, and its not my network connection
i play a kite and i think a lot of passive module have been lost and it kinda ruins the class for me. i keep running out of energy which i never did before.
the previous update already took a lot of weapons out of this class, now its the module, im afraid that we will soon have a single way to play the covert ops ships and i find it sad.
the afterburner was made useless in interceptor which completly defeat the purpose of the class.
in all i think the devs are completly forgetting the interceptors as viable ships and they are losing in customisation, why wouldnt every pilot be able to fine tune his ship the way he wants it ? why cant a t3 interceptor have more than 4 options in passive module? or more than 4 in weapons? why cant they change their energy level or regeneration speed? i’ll always for an interceptor pilot because i want the speed. but if they kill this class i will just stop playing.
i really dont understand the devs…
why would you need afterburner on an interceptor? just use a command with gravi-scanner :\ free god-mode.
but yea, in general there are less options to fit an acceptable level of energy regen and tank on inties now. so afterburning will be more difficult.
Really not happy about this patch, all my ceptor are super squishy and super slow right now and i have no money to try and fix it. + no emergency barrier for the kite? really? It wasn’t squishy enough?
haha. no emerg barrier ;p yup. kite is missing a capacitor mod. see above comment: lack of energy options.
even if it got one, you could fit a barrier, but no energy regen mods…
this system… :facepalm: it limits options, making more work for the developers… and in the end not even pleasing customers due to limited options.
and yea, i just slapped a bunch of random mods on because i can’yt afford new ones. what’s worse… i can’t afford more R9 ships now and have to grind ones i already maxxed for no reason…
if there ever was a need for a rollback… aka: only lifeline. it should be used right about now. right after you use ‘consult the audience’.
only one to say - another fail
only one to say - another fail
be positive ! it’s the last one !
The next will be awesoooome !! :good:
about the only good thing? i can put 2 proton walls on a command.
except the bad thing? it now has half the resists as before and less energy regen, meaning it will die all that much faster :\
well i cant even begin to express my dissatisfaction any more… command can’t maintain energy, and is paper thin now. that’s 16k EHP for 2 damage types, 19k for one more if you tank for it… that’s basically dead in 3-4 seconds…
plus, ecm, tackler, slowing field, inhib, etc can all counter adaptives… making them an even worse choice for fighters/frigs, and still pretty worthless on inties, although a bit better overall.
plus, strafe speed got ninja nerfed across the board i think.
at least on a crus type s it used to be 6.9m/s^2, now it’s 5.9m/s^2.
harder to dodge… command feels so sluggish, even with gravi-scanner on. compared to before.
VERY IMPORTANT:
The interceptors weapons now have way to much spread and way too few options available to reduce it.
If you want afterburner acceleration to consume more energy that’s fine but right now it’s too much and it need to be tuned down.
The energy usage problem on interceptors is so bad it basically make using modules during a fight or using afterburners mutually exclusive and interceptors without energy in the middle of a firefight are sitting ducks.
The engine mods, I had a lighweight hull before and it did the job very well as far as speed bonus went. Now on my Eagle-B theres 3 of these damn engine slots, thats 2 slots I got to waste with subpar modules while my plasma gun can’t shoot straigt because I don’t have enough slots for some Electronic Guidance since I got only 2 cpu. There’s no capacitor slot either or a hull slot I could fill with passive armor, nope here’s 3 engine slots I gotta fill with catalyst injectors because auxilary generators are a damn liability and the 2 others are useless junk.
You really need to move some modules into the engine category because right now there isn’t enough choice in there. Iridium heatsink will add pretty much the same dps as Pulse discharger so theres really no reason to pick the discharger. Maybe heatsink should go in another category, engine maybe?
You really need to move some modules into the engine category because right now there isn’t enough choice in there. Iridium heatsink will add pretty much the same dps as Pulse discharger so theres really no reason to pick the discharger. Maybe heatsink should go in another category, engine maybe?
yup, i was thinking that too… iridium > pulse. before they were on 2 separate slots, not mutually exclusive.
plus, inties HEAL like MAD… almost impossible to kill now, just dodge at max speed near an engineer, and you’re unstoppable.
whole game feels more sluggish now, in fact.
same top speed, but it takes longer to accelerate (in fact i think top afterburner speed took a 2% nerf). so travelling between beacons has actually been increased, not decreased.
can’t strafe as fast, you basically need tetroxide to get slightly higher accel than you had before. otherwise dodging is more difficult.
you can move faster while going forward. that’s about it. might be helpful to inties in battle, and nothing else, because of energy problems meaning you can’t afterburn as much.
Most people here are stupid… The capacitor nerfs are for everyone : everyone gets the same nerfs across the board. People are crazy about the changes only because now their full tank’n gank ships don’t have enough capacitor to run. Capacitor just became something to care about guys. You’ll have to think about it.
In fact, the changes are so huge that no one is able to say if things are balanced or not ; everything need a lot more testing. The only thing I’m sure is that capacitor modules were useless before, and they become very important now. People are pissed off because they can’t make their full tank’n gank ship and completely discard capacitor. That’s a very good thing IMO.
And the new slot layout scheme is a good thing too. That make ships a lot more unique, and add a lot more choices to fitting, instead of the full tank('n gank) we had before. There’s a reason for the domination of Jericho on the star map : shield modules were that much more useful and used than most others. Slot layout may not yet be perfect, but that will come after some more testing. And remember it’s not yet a v1.0.
I very like these changes. I can’t say anything about balance yet, but I think these changes add a lot more choices to make and more personality to each ship.