As noted before, it takes about five full ovearheats to kill a guard. Guard takes much less to kill a gunship when solo.
“Blue balls of death” counter all non-frigate ships and do siginificant harm to two of the frigates. They do little against god frigates however, that simply facetank singularity while they crush those shooting at them.
So… you have 6 enemy Frigates. And you have 3 bubble ships on your team. Yeah, I’m sure nothing wrong can come of this and the bubble team will, obviously, lose.
I wish everyone here would always state which tier they’re talking about. T5 jericho guards are broken? Say so, not “guards are broken”. Bubble gunship melts frigates in T3/T4? Say so, not “bubble gunship is the solution to everything”.
Not sure about T4/5 but in T3 you can deal 11k damage to shields with a crit singularity gunship, the problem is when you don’t build your bubble ship with crit implants and mods, or when you don’t have the damn bubbles. Killing a full geared Crus S is a pain in the xxxx, you need at least a recon using spy drones on him to reduce his regens, and a bunch of ships focusing fire to take down a single guy. And that’s a problem if that guy has mates with him, because by the time his shields have dropped, you and your mates are maybe dead.
Which kind of makes sense. Some ships/builds work better/worse in different situations. Tanky ships tend to be fantastically slow and hat seriously reduces their impact in some game modes. And all ship classes have their uses. If everything works very well against everything else there’s no room for strategy. Just because some people insist on playing a certain ship all the time doesn’t mean the game has to be altered to make it work for them.
Not sure about T4/5 but in T3 you can deal 11k damage to shields with a crit singularity gunship, the problem is when you don’t build your bubble ship with crit implants and mods, or when you don’t have the damn bubbles. Killing a full geared Crus S is a pain in the xxxx, you need at least a recon using spy drones on him to reduce his regens, and a bunch of ships focusing fire to take down a single guy. And that’s a problem if that guy has mates with him, because by the time his shields have dropped, you and your mates are maybe dead.
It’s exacerbated in T4 and T5 because as tiers go up, ship survivability to ship damage ratio is increased significantly.
That is why I’m not a huge fan of T2 heroes claiming that guards are counterable. They are in practice tiers where everything is very fragile. In high end tiers where things aren’t that fragile any more, they are not.
Which kind of makes sense. Some ships/builds work better/worse in different situations. Tanky ships tend to be fantastically slow. And all ship classes have their uses. If everything works very well against everything else there’s not room for strategy. Just because some people insist on playing a certain ship all the time doesn’t mean the game has to be altered to make it work for them.
Right now there is one thing that does work against guard frigates. It’s called guard frigates.
Nothing else does. I still remember Neo’s complaint that day. “Why are you flying non frigates and expect to win?”
And he was right. Right now, it’s fly frigates or expect to lose.
So T5 guards are OP. That means you nerf T5 guards and you’re good.
T3 guards are OP. T5 guards are broken.
Reading commentary, it seems that T2 guards are about balanced, though I wouldn’t know personally. But most people saying they are fine appear to be T2 players. Or so it seems.
Some pages ago it was said that Styx needs its survivability nerfed. I know what it looks like from the outside, with that ship tanking fire from three or more enemies for an extended period of time. When you look at it from that point of view you think that it’s terribly OP and needs to be nerfed.
When you actually fly one (and I do so regularly) you know that it’s slow, turns and stops like an ocean liner. The tankiest builds also focus entirely on hull strength without resistances. That means you can tank fire once and then it takes literally minutes to heal up again. You could add some survivability modules to heal yourself, but that kind of defeats its purpose as an engy.
It looks OP in this one situation, but it also has terrible drawbacks.
Did I post my “lol T3” pics on LFR yet? Where I dominated the hell out of people in R7 LFR both in long range and close range combat simply because I knew how to use EM torps and shield hardeners?
If I had 0.7. frig with pulsar on top of that, it would have been a complete bloodbath.
Except the devs don’t know HOW to nerf a single ship in a single Tier. They just nerf xxxx everything.
Why not buff a little bit every T5 ship but the Guards? I hate when something is nerfed, usually ends bad, broking everything even more… I’m looking at you BF3 ¬¬
I get huge killstreaks on my t3 command ship yet I don’t see anyone complaining about those so what’s your point
I’m not talking about kill streaks. I’m talking about domination. As in dominating objectives. Fighters and ints cannot do it because they lack survivability - they have to run when focused. LFR can counter fire with six barrels and two torpedo types wihle outlasting with shield build and hardener mod and guard can outlast with EM torps and pusar even though it only has five effective weapon barrels instead of six.
Kill streaks are a given for even an average T4/T5 pilot coming down to T3.
Why not buff a little bit every T5 ship but the Guards? I hate when something is nerfed, usually ends bad, broking everything even more… I’m looking at you BF3 ¬¬
Doesn’t work like that. Not on the T5 Guards’ case.
Imo guards could be fine as they are without the huge healing modules they have. And I’m say that having both hull and shield experimentals (i mean i could abuse ppl flying pure guards), but I just find dumb that I can regen myself at 600-800 hull/shield per second during like 13 seconds with a 75/50 or so cooldown… the afterburner, weapon and missile mods are ok, and the pulsar one is also fair imo, I just find stupid that they can also heal themselves better than any engi would heal them.
Imo guards could be fine as they are without the huge healing modules they have. And I’m say that having both hull and shield experimentals (i mean i could abuse ppl flying pure guards), but I just find dumb that I can regen myself at 600-800 hull/shield per second during like 13 seconds with a 75/50 or so cooldown… the afterburner, weapon and missile mods are ok, and the pulsar one is also fair imo, I just find stupid that they can also heal themselves better than any engi would heal them.
I still think that this amount of effective health should be taken off passives. Not mods. Mods require skill to use and can be countered through gameplay. Passives are always there and require no player interaction.
I still think that this amount of effective health should be taken off passives. Not mods. Mods require skill to use and can be countered through gameplay. Passives are always there and require no player interaction.
How would you change their passives? I mean, what are the numbers you think are fine to make guard’s hulls and shields fair for the gameplay?
How would you change their passives? I mean, what are the numbers you think are fine to make guard’s hulls and shields fair for the gameplay?
So Residente, basically what i understood from your last post is that it is not the Guards that are OP, but the emergency shield booster and liquid metal injector purples with low cooldown right?
So, i ask, is the guard OP or are the purple modules that combined with implants make them OP? If the second is the true one the guard should not be touched, but the implants mechanics and those shield booster/hull healer things that needs to be nerfed, not guard per se.
So Residente, basically what i understood from your last post is that it is not the Guards that are OP, but the emergency shield booster and liquid metal injector purples with low cooldown right?
So, i ask, is the guard OP or are the purple modules that combined with implants make them OP? If the second is the true one the guard should not be touched, but the implants mechanics and those shield booster/hull healer things that needs to be nerfed, not guard per se.
Imo the guard stats are ok, but the fact that they can heal themselves at that xxxx rate is what make them op, as I said, thats my opinion. Guards have tons of shield with huge resists, and they can regen them at 800 pers second + natural regen, so basically you’re almost trying to take that shield twice…
Even blue ones are strong (at least for shield, hull ones have long cd), so yes, what I said is that, guards are not that op, but the self heal shouldnt be that powerful. Why do you even need an engi healing 178 shield and 114 hull (styx with blue modules) if you can heal yourself 600 hull and 800 shield per second?