Overall damage taken is actually about as relevant as mixing all tiers to see success rate of ships is relevant to balance.
What you need to see is what kind of damage actually KILLS you. Not the kind of damage you survive and walk away to engineer to get healed to full. And in most cases, that damage is critical damage and explosions. While most of the survived damage is the non-critical damage.
Before I went to troll my DSR down I didn’t use to die often enough for any meaningful statistical analysis, sorry. Besides, there tend to be no engineers, so for me it’s purely about reducing incoming damage to increase my time on the field between backspace heals.
prometheus, kite, most of the command ships (which now have the same mobility as a guard, but 1/3 to 1/4 the EHP).
T3 grim is now OP, since an engine slot means little and it has an extra ship modifier/effect. it’s basically an R9 with 1 extra ship mod, 1 less engine mod.
the Sai would be OP too in that regard, if it weren’t for it’s poor equipment slot layout, which consists of 3 engine modules, like other fed recons and coverts…
i’m assuming about half the tree is broken.
some of the DLC/prem ships are now inferior to free ones, and others are OP, all due to equipment slots.
some ships are still impossible to grind credits on - mainly LRFS. but easier to grind DSR/KDR. others are harder to grind synergy on.
“Tweaking” would be insufficient, they need to be reworked!
To be fair (Spirit was my exclusive ECM due to not having anything else) Spirit isn’t “terrible”, it is inferior to Kris or Black Swarm but still flyable, just have to keep a constant eye on an energy levels. It feels more of a R7 ships in its versatility/builds rather than R9.
To be fair (Spirit was my exclusive ECM due to not having anything else) Spirit isn’t “terrible”, it is inferior to Kris or Black Swarm but still flyable, just have to keep a constant eye on an energy levels. It feels more of a R7 ships in its versatility/builds rather than R9.
To be fair, I dont own a Spirit, but I´ve seen its layout: No Hull, no capacitor. I´d call that xxxx.
Having different layouts for ships is in general not a bad Idea, but some of them limit your choices in a terrible way and force you to play in a specific playstyle. Specific playstyles are yet given by the Roles, I dont think we need ships (in its stats) that force us into a specific playstyle.
It’s worth noting that crit was hard capped at around 72% or 75% (can’t remember which), any crit stacked over that is lost.
And yes, not using armadillo right now is just bad. It’s LFR torps, EM torps and heavy crit singularity everywhere. Not to mention that most ints rely on crits as well, not that that is worth mentioning.
Here is a quote from Russian Q&A:
Для оружия с накоплением заряда: накопление заряда увеличивает шанс крита. При некоторой комбинации модулей и имплантов эта вероятность может превысить 100%, т.е. каждый выстрел с накоплением заряда будет критическим.
_ Translation for others: _
Weapons with charging mechanics: the process of charging is increasing critical chance. IT is possible to exceed 100% critical chance on charged shots using combination of modules and implants, i.e. each charged shot will be critical hit.
Now i am curios about that ~70% crit limit. Either they changed mechanics for charging weapons or they took that limitation. I think i remember hearing about that hard cap long time befor, but completely forgot.
Before I went to troll my DSR down I didn’t use to die often enough for any meaningful statistical analysis, sorry. Besides, there tend to be no engineers, so for me it’s purely about reducing incoming damage to increase my time on the field between backspace heals.
Try learning how to be good at MWD kills. You could tank your DSR and improve your skill at the same time.
To be fair (Spirit was my exclusive ECM due to not having anything else) Spirit isn’t “terrible”, it is inferior to Kris or Black Swarm but still flyable, just have to keep a constant eye on an energy levels. It feels more of a R7 ships in its versatility/builds rather than R9.
I’m so glad I ditched my Spirit to grind ECM’s right now.
Having different layouts for ships is in general not a bad Idea, but some of them limit your choices in a terrible way and force you to play in a specific playstyle.
It’s bad design
All ships must have atleast ONE slot of EACH type.
You then differentiate by giving different ships more of a certain slot(s). Not by taking some out altogether.
This however still does not solve cookie cutter fittings since some modules are deemed almost compulsory.
Option 2:
Minimum TWO slots of each type. REWORK all ship’s base attributes. Tweak module PRICES.
This will reduce cookie cutter fits BUT suffer 2 problems.
Ships will not be flyable without ship modules installed (currently, most ships can still perform ok with empty module slots albeit very weak)
Effects of badly fitted ships are exaggerated even more. increase number of modules used, increase in variance between ships)
The Styx shouldn’t get a 20% engineer modules effect strength increase while the Anaconda doesn’t. The Anaconda already has 20k+ less survivability and all it really gets is speed in a straight line. All fed engineers should in fact get a 20% engineer module effect strength increase starting at the Anaconda.
That being said why does the Styx get:
1 Engine
1 Capacitor
1 shield
3 Hull
1 CPU
While the Anaconda gets:
1 Engine
1 Capacitor
1 Shield
1 Hull
2 CPU
It makes the Anaconda basically useless in combat. And it can’t even help teammates out because its buffs aren’t strong enough.
Blue, all forum warriors already know the ship tree and ship boosts are a joke in a lot of situations. The 20% engineer module strength is not really a problem in my eyes, since fed has that boost in T4, while empire only gets a energy reduction.
The Styx shouldn’t get a 20% engineer modules effect strength increase while the Anaconda doesn’t. The Anaconda already has 20k+ less survivability and all it really gets is speed in a straight line. All fed engineers should in fact get a 20% engineer module effect strength increase starting at the Anaconda.
That being said why does the Styx get:
1 Engine
1 Capacitor
1 shield
3 Hull
1 CPU
While the Anaconda gets:
1 Engine
1 Capacitor
1 Shield
1 Hull
2 CPU
It makes the Anaconda basically useless in combat. And it can’t even help teammates out because its buffs aren’t strong enough.
All ships must have atleast ONE slot of EACH type.
You then differentiate by giving different ships more of a certain slot(s). Not by taking some out altogether.
problem 1 = rare, all ships come preinstalled
problem 2 = I’m against dumbing down on ship fits
It is a bad design that some ships got the way they did. I’m not comfortable with Imperial Recons now having Hull modifiers. I’m not comfortable with the way some of the Federation ships are fitted.
I am comfortable, however, with how tanky the Empire and Jericho have become, in general. 70k ehp on my Guard is… quite good, imo.
I do agree that the slots need a LOT of tweaking on most ships to even make them flyable.
The Styx shouldn’t get a 20% engineer modules effect strength increase while the Anaconda doesn’t. The Anaconda already has 20k+ less survivability and all it really gets is speed in a straight line. All fed engineers should in fact get a 20% engineer module effect strength increase starting at the Anaconda.
It makes the Anaconda basically useless in combat. And it can’t even help teammates out because its buffs aren’t strong enough.
Have you tried speed fitting your Ana? It works rather well if you’re not caught alone out in the middle of nowhere. Not to mention it’s faster to deliver heals throughout the field, whereas the Styx is more of a Beacon protector.
I was considering how much this game was E-Sport like when i started it.
I wasn’t been surprised to find it in ESL some months ago…
I mean it had everything: High Skill relevance, team play, coordination…
I rally loved this game… the first game that deeply captured me from so many years.
Now it is turning itself patch after patch in just another bang bang nutella boys mmo, where all that’s matter is score 200k suruvuability and find the new lame and autowin asset.
I donnow why i keep playing… routine i think. But i have no more fun, i have no more passion for the game… jesus i’m not even caring about learn new tactics and become better…
Ales are you Alek ingame? If you are, I am not surprised…
if that is the case, then yesterday you went time after time at my engineer in a 2 v 2(with +1 bots on each side) in combat recon. You used a tackler with 12-15k tank, with singularity, and practicly coming straight at me in my engineer. In the end you ragequitted halfway through the match and your captain died half a minute later by our rush.
If you aren’t him, then I don’t think I have ever seen you, but Alek still failed that match.