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?
comamnds and ECM can interrupt those heals with EMP missiles/ion diffuser
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?
Just as curiosity, how much shield regen/second a very well equiped guard reaches at T5 (Without the booster, just natural regen). 150/s? 200/s?
Just as curiosity, how much shield regen/second a very well equiped guard reaches at T5 (Without the booster, just natural regen). 150/s? 200/s?
natural regen 104, then you can add Capacitor Power Relay (in capacitor slot, jericho guards have 2-3 minimun) and/or Asynchronous Shield Projector (but that’s worse than adding raw shield or resists)
If I had the credits and the loyalty I would test out full regen R13 guard xD I think the regen could become quite insane especially with all implants added that increase shield resists/shield regen and the shield resist booster(the 40k/3 battles thing)
In the past few days I met on a regular basis a fully synergized Inquisitor S with premium modules + weapons (dont know about the ship-mods, but theyre most likely not MKI)
That thing is not killable:
Tried it with Lightbringer + Bubbleguns, didnt work.
Tried it with Aura + Lazors and/or bubbleguns + Range: didnt work.
Tried it with King Castor + Assault Rails pure crit. build: didnt work.
Tried it with Kipps (we both in R12 CovOps all blue/purple): didnt work.
Tried it with Arp and me in a LRF: did work, but Arp lost 3 ships in the process.
Conclusion: That thing is not killable 1v1 except you have an even better Guard (I dont have one).
I can outplay it, depending on map and gamemode, but in combat recon youre just boned (you can hope to farm more bots than he, but thats not really an option due to the bots “chaaaarge-behavior”).
On the other hand, im not a bad player and if that guy goes for any other ship in his setup he will die to me, every time.
So, that thing is just broken OP and requires no skill what so ever to play.
On the other hand, im not a bad player and if that guy goes for any other ship in his setup he will die to me, every time.
So, that thing is just broken OP and requires no skill what so ever to play.
Needs to be fixed.
This.
Whilst I don’t advocate anything based on 1v1 encounters, currently some of the other ships that countered this have been made too weak. Recon and ECM for example, have been nerfed to the point of not being able to provide adequate support to smaller teams to take down a well-fitted guard.
Right now, the most powerful set-up, unfortunately, is once again the frigball. If deployed in an effective manner with the right support, it is nigh unstoppable. Unfortunately, when things were more balanced, people didn’t like that they could die against a group of other people who played in an effective pack/team - so ships which assisted in this in the most noticable manner were nerfed where it wasn’t really needed. Short sighted at best.
Whilst I don’t advocate anything based on 1v1 encounters, currently some of the other ships that countered this have been made too weak. Recon and ECM for example, have been nerfed to the point of not being able to provide adequate support to smaller teams to take down a well-fitted guard.
Right now, the most powerful set-up, unfortunately, is once again the frigball. If deployed in an effective manner with the right support, it is nigh unstoppable. Unfortunately, when things were more balanced, people didn’t like that they could die against a group of other people who played in an effective pack/team - so ships which assisted in this in the most noticable manner were nerfed where it wasn’t really needed. Short sighted at best.
Indeed, but in this case, its just the Guard which is just waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay to strong.