Whoa Whoa Whoa. First rule to not make a game P2W is don’t make items that you can buy better than what you can get in the game.
Thanks for the nice discussion guys.
Of course we want to limit the nuke spamming in T3/4 and if needed we will do more improvements in the following patches.
Sector conquest is going to be improved greatly, but not in this patch.
Interceptros have been an very easy target and a lot of frigates were able to kill an Interceptor in 2-3 Hits so we needed to boost them a little bit.
Engineer Frigates have been very strong DDS and Healer, but their actual position is Healer so we decided to take down their damage. If the Healing still stays a problem we will try to solve it in one of the next patches.
And yes the green numbers are finally getting back
Hey Lego
Can NASA buy you a pair of “T3 training wheels” to help with your transition to T3?
Maybe if they come with nuke reduction damage :3c. I can’t shield my pugs with my body forever given my proclivity to playing solo. Your solos goes splat and are terrorized by low dsrs coming to kill them, look up every time a nasa whines about low skill in whispers to the guy who killed him. Send out your Dyn traitors in a four man t2 and I’ll build a dyn t2 4man to demolish them. We’ll que synch until the rng gods put us against eachother.
Thanks for the nice discussion guys.
Of course we want to limit the nuke spamming in T3/4 and if needed we will do more improvements in the following patches.
Sector conquest is going to be improved greatly, but not in this patch.
Interceptros have been an very easy target and a lot of frigates were able to kill an Interceptor in 2-3 Hits so we needed to boost them a little bit.
Engineer Frigates have been very strong DDS and Healer, but their actual position is Healer so we decided to take down their damage. If the Healing still stays a problem we will try to solve it in one of the next patches.
And yes the green numbers are finally getting back
Shoring up the interceptors is a great way to reduce the power of an Engineer without adjusting the healing at all, and it was a thought that hadn’t occurred to me until you just posted, Error.
I have a big concern about the 6 gun to 4 gun change, though, but I haven’t played it yet, so I am not sure how hard it is going to be to adapt my playstyle.
Engineer is not something I enjoy playing as much as a fighter or interceptor, but something that I picked up because the team needs engineers to win and most pilots don’t like to play them. I get focused heavily, so the 6 guns was the main mode of defense outside of a full squad attempting to protect me. It feels like I am being punished for choosing an engineer even further by reducing the ability I have to defend myself without having an intuitive, easy to access system to ask for help in difficult situations.
What I am getting at is if you are going to force people to work together, there needs be a system in place that makes teamwork easy, and teamwork is built on communication. An expanded ping system would aid greatly in this and team organization as a whole. It would also help break down the communication barrier that occurs due to this being an international game.
Shoring up the interceptors is a great way to reduce the power of an Engineer without adjusting the healing at all, and it was a thought that hadn’t occurred to me until you just posted, Error.
I have a big concern about the 6 gun to 4 gun change, though.
Engineer is not something I enjoy playing as much as a fighter or interceptor, but something that I picked up because the team needs engineers to win and most pilots don’t like to play them. I get focused heavily, so the 6 guns was the main mode of defense outside of a full squad attempting to protect me. It feels like I am being punished for choosing an engineer even further by reducing the ability I have to defend myself without having an intuitive, easy to access system to ask for help in difficult situations.
What I am getting at is if you are going to force people to work together, there needs be a system in place that makes teamwork easy, and teamwork is built on communication. An expanded ping system would aid greatly in this and team organization as a whole. It would also help break down the communication barrier that occurs due to this being an international game.
That is why we took down the turrets instead of the healing. They need to have some way to defend, but this goes through healing and not through dealing a big amount of damage. The gunship also got 4 turrets and is able to deal a lot of damage so the 4 turrets on the engineer should still be usefull.
Chill out Lego…we didn’t leave DYN because NASA was soooo much better…we left because nobody in DYN was willing to step up to T3. T2 you can pretty much frig zerg everything but T3 takes a little bit of coordination.
For 2 weeks, me, Tkh, NonDairyCreamer, and Zed were trying to get you guys to play more T3. As it was we were just about the only people in DYN even attempting T3 back then. You were a great group of guys to play with but this game is about progression and blatantly refusing to play T3 because of Eng frigs is a BS excuse…even before 0.8.0 hit you would never play T3.
There’s nothing to entice higher level players to stay in DYN. You do realize after a certain point you stop gaining reputation in T2 right? Even before that point trying to grind up to Rank 9 getting 1k rep per win in T2 is a nightmare. You have to play T3 in order to progress to higher ranks before next year sometime.
Only thing it miss imo is empire frig durability nerf, but other than that I like the new patch.
I’m very happy seein how the devs listen to the comunity…So this is definetly a good patch…
Most important tings are engi turrets going form 6 to 4 as i already suggested in a thread lol
and above all: “Hull and shield capacity increased by 25%” on inty…But i’m not sure this is enough to make raecon and ecm competitive in T3/T4… I suppose they would still need more hull/shield bonus and more dps bonuses to be a viable choice in high tiers
I guess. It’s just hard to get picked into something you’re supposed to feel loyalty to and then realize the shortfalls.
Either way my introduction to tier 3 was short lived any when I realised it was 2 engie, guard and command, all with nukes to farm those kills, I just said screw tier 3, then I feel bad I’m in tier 2 killing players I know I shouldn’t kill because they feel fresh from tier 1, then all I do is debuff them and run away for my allies to kill.
Most of my time is spend dragging tier 1’s into 2 and telling them crap I never realized so early.
I’m very happy seein how the devs listen to the comunity…So this is definetly a good patch…
Most important tings are engi turrets going form 6 to 4 as i already suggested in a thread lol
and above all: “Hull and shield capacity increased by 25%” on inty…But i’m not sure this is enough to make raecon and ecm competitive in T3/T4… I suppose they would need still more hull/shield bonus and more dps bonuses to be a viable choice in high tiers
I think if every interceptor class had at the very least +15% crit it could help buff the ECM and Recon classes. Keep the +30% crit chance bonus for Covert Ops along with the shield and hull buff and that should help make it more viable in T3
That is why we took down the turrets instead of the healing. They need to have some way to defend, but this goes through healing and not through dealing a big amount of damage. The gunship also got 4 turrets and is able to deal a lot of damage so the 4 turrets on the engineer should still be usefull.
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It is going to be useful, and still very effective, and another solution is the placement of turrets on a ship. The spread with the Wolf and Tiger are more favorable to tight groupings than their Empire counterparts and that can make up for their vulnerabilities (since you mentioned gunships )
I really want to say that I like the change to the Engineer’s F ability. Is this an attempt to help increase the survivability without giving the Engineer more firepower?
I guess. It’s just hard to get picked into something you’re supposed to feel loyalty to and then realize the shortfalls.
Either way my introduction to tier 3 was short lived any when I realised it was 2 engie, guard and command, all with nukes to farm those kills, I just said screw tier 3, then I feel bad I’m in tier 2 killing players I know I shouldn’t kill because they feel fresh from tier 1, then all I do is debuff them and run away for my allies to kill.
Most of my time is spend dragging tier 1’s into 2 and telling them crap I never realized so early.
Yeah pugging T3 is no fun at all. You really need a full squad to be able to compete. You know now that they improved Practice Mode you should convince some of the other members to start skirmishing against each other in a stress free environment so they can get used to the tactics and gameplay before jumping into Arcade/Sector.
This patch is actually going to make life as a Guard Frig a bit tougher as well. There will probably be fewer engineers played now so there is going to be less stacked healing.
Great balance patch IMO, really looking forward to playing it later
boost the Premium gear just a tad further away from Mk3, maybe 5-10%. This will still keep the matches playable by all, but will give people a reason to spend real money on gear. Still not P2W, but you’re paying to get that extra edge paying people with little to no time to grind rep want.
No. No, no, no. You either spend time OR money on exactly the same stats, otherwise it becomes P2W.
Game balance
- Reworked the friendly fire system:
- In Arcade PvP mode, you take full damage from your own weapons and missiles, but do not take damage from your allies.
- In Classic PvP mode, you take full damage and damage your allies.
Hows the above affecting Jericho Long Range frigates with the Torpedo module?
Does this mean that a Jericho LRF can only pick lone targets with no friendlies around cos they would get bombed too, and therefore not provide any assist to active combat situations?
Or that you can’t fire Jericho LRF torpedos as close range defense against interceptors?
first of all a patch full of changes which will or will not make/break this great game, we will see after a few days of playing it.
Now may i state as a fairly new member to Dyn that legomancer is a very good player and a social person. We at dyn do not force our players to any role indeed, personally i just like to fly me engi frig half the time to support me team.
We do play t3, personally i do not play it much which has nothing to do with any increase in tactics and difficulty(love those) but with the enormous increase in repair cost and thus income. As a fairly new flyer in t3 i feel i need at least me rank 8/9 ships and some good gear to actually survive in that tier of combat and get a decent amount of income.
NASA you may be good (sometimes not that impressed) but we at DYN rule and have much fun at the same time.
Most people are friendly, there are always groups going willing to invite and the players form a good community. All praise legomancer for coming on this forum and posting counter messages to all the DYN hate.
Reading all this i had to log in and make this post to support him.
Blame me flame me for my 2 cents worth
Man ferluci.
Sorry guys. Everyone. I was just wound up from seeing too many departures I played with and not understanding the reasoning, when I see they’re not people I gotta feel wronged for fighting I go stupid. Dyn is fun and hasn’t ever asked me to ever play something I didn’t want to. I’m just being an idjut.
Whoa Whoa Whoa. First rule to not make a game P2W is don’t make items that you can buy better than what you can get in the game.
Hence why I only listed a “small” boost compared to Mk3s. That would put them on-par with Experimental gear instead of Mk3, tbh… Not exactly pay to win, you’re just avoiding the hassle of looting it or farming 6 Corp reps to fully fit Mk3 on a ship… =/
Nobody hate anyone i dont even like the word hate. But i do have to say this though.
Fact:
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Dev made Strong have 9 missle slot 9 nuke slot.
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Dev made Strong reload missle time - 20%, command module +50% range.
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Dev made no friendly fire.
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I support the game by buying prem ships.
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The only way to motivate Devs to change nuke back is to make people complain. No spam, no complain, no change.
taking this from another persons post ^^^^^^
This is what needs to change and its cool i would just like to play with more people in T3 b/c there is more room for modification than in T2. I havent played in T2 since the second week I started playing this game and going back to it feels painfully slow. I understand why people only use Sniper rails and Hail b/c the ships are so slow that you can hit almost anything in T2.
Nice to see Gajin adress a few issues the community has been venting. I see decent measures and tweaks, looking forward to see how they work out.
I am however a bit doubtfull on the “flat” buff of the interceptors, since the ceptors just struggle in the higher tiers, in t1 and t2 they seem to do fine IMO. All this might just turn out to shift the imbalances to lower tiers.