Apologies in advance for the novel I’m about to post.
I’m upset by the fact I can’t manufacture attack drones on my lower tier ships. Attack drones are really handy in battle, especially when some if not a lot of us don’t own and/or can’t afford T5 ships.
This is very frustrating, and I have now have less of a chance of ranking up my ships AND myself because of this change.
Please change this back, it’s not fair to some of us pilots who were doing so well with attack drones on lower-tier ships.
Yep.
If you were doing so well with them is becuase they were stupidly strong, reason why they got removed from lower tiers…
Agree. Make purchaseable and scale them to tier like engie drones. Fixed.
Engie heals are abysmal now. The amount they heal by is worthless, the hull booster is worse than Regenerative Coating…
They should have just left the heals at the numbers they were at, and then added on the always on + burst heal. They were already pretty weak as it was.
Perhaps not as high as the active heals pre-patch. But at least double what the passives are now. Perhaps reduce activation heals/cap EN cost to compensate.
If I can add my $0.02. If you do calculations, Naga - the most powerful healer in game - with energy oriented build can have about 3700 energy. That’s a lot. I tried with a little lower 3400. So passive healing: 63/s shield, 49/s hull. Burst healing with full cap: 8233 shield, 5366 hull. Every 40 seconds. Taking an average it’s 268/s shield and 183/s hull. But there is a small but - to do this you have to sacrifice any shield resists, any damage boost on capacitors and you cannot use afterburners (they are draining over 100 energy/s more that you can generate and energy emitter is useless - I prefer to have 2 stations that can do actual healing). So we are talking about 40% nerf to healing abilities.
BTW: descriptions for module no longer taking implants into account. Values above were taken from actual in-game situation.
Situation changes dramatically if you have 3 coordinated engies. But I have yet to see that situation.
That situation is uncommon to say the least. Engies are not more teamplay-based now, they are more teamplay-DEPENDENT.
Passive heals feel totally wrong now. They don’t seem to work at all. Revert that change and find a better way to tell idiots how to turn healing on.
lol ‘idiots’ need an engineer tutorial.
I can give some thoughts as to why they are different.
First off, I’m playing with a low-end machine and have been for a while, so when I get hit by high ping and low frame rate it’s near impossible to be an “active” player. This is one of the reasons I main engineer - if my machine gives up on me, I can still be useful by using drones and auras.
The new heal mechanic is arguably better for experienced players, and I can see it being used to great effect in coordinated teams, but that comes at the price of being worse for randoms and less organised teams.
The buffs to other modules, combined with the nerf to heals is pushing people away from flying healer, which is going to cause issues with the metagame.
The problem with the engineer was never its passives - the problem was that Imperial Engineers are some of the toughest ships around, and in T3 especially the Styx is not only a monster for tanking, it’s also got massive buffs to healing efficiency that make it a nightmare to face.
So instead of nerfing heals to the point where Federation Engineers are dead the moment someone locks on, you should have been looking at making the Imperial engineers less effective at healing and/or easier to kill.
Making a good case for tweaking engie mods.
About white noise jammer and ir pulsar, Change that to prevent all type of lock-on and and aim assist, because when you jammer someone he still can aim on you because this
" General
HUD
HUD changes are intended to make navigating the battlefield easier.
You no longer have to lock a target to see the lead marker"
That change make white noise and ir pulsar useless. Plz change this.
About the reactor overload, This module is horrible. Low damage, drain much energy and worst: damage you and the alies (but no one care because the damage suck). This module in mk4 deal only 330 damage in interceptor with 23% thermal and +/- 200 in frigates for 5 sec lol.
Noise and IR should shut down the entire HUD, crosshairs, lead, map, everything. Fly blind, xxxxx!
I just started to think about what I wrote. Actually - that’s what frigball is supposed to be. Area denial guards, more healers means faster healing. I tip my hat to you - developers. Finally ship name describes it’s role. No more single gunship can win against single guard. No more covops can singe handily destroy few guards, albeit a single guard is no more a problem to a skilled covops pilot. That’s how it should look like from the beginning.
ECM as a response to frigball? No. it doesn’t work anymore. You need firepower to destroy a frigball now. Frigball means that few pilots are working together and this what this game is all about - teamwork. If one squad plays together and the other don’t - well it’s clear which side will win. Before everyone will start shouting about frigball countering frigball - no. It can be succesfully countered with tackler-gunship-intie combo, preferably with three different types of damage (most optimal for now is rf blaster + gravi beamer + assault rails), so we are for the first time in months at the sweet spot of the balance. No more single engie for a group, no more single covops killing everything, no more Ion Spark melting through inquisitor with two engie support.
This creates another issue. To be successful in higher tiers, you need to fly in squads and pay more attention to the ship roles of the enemy team, especially on higher tiers. What it means - the game needs more players, more advertising and more guides that will state exactly that. We need more players!
Agree we need more new blood. This game appears to be dying slowly. That’s why Huge changes are dangerous, seasoned players who aren’t pleased with them will abandon the game, if only short term until next patch. We need every player logging in as often as possible for the game to be enjoyable.
At first the engie module changes felt all wrong, but actually they are so much better now. IMO.
Now you have to time them properly for your team and you to get the most out of the burst heal.
I’ve only played 5 or 6 matches since the update and as much as I like the new survivability it seems the burst may be a bit much and the passive too little.
Or maybe increase the cool down a SLIGHTLY. While it’s really rewarding to watch everyone’s health including mine go from critical to full,
I felt like I was able to do this a little too often. Maybe it was just with good teams but that’s my initial take.
Seems like there’s a lot of call for tweaks to engineer modules, am I wrong?
My thoughts are possibly that minefields disappear when the frigate that dropped them dies. This way, if you can kill w/e frigate dropped them, some minefields will disappear, giving incentive for a team to use teamwork and focus fire on a frigate that is spamming minefields.
Another possible solution are that minefields have to be limited to 1 per cartridge, but have a slight increase in damage. This would make them a much more tactical weapon that should be reserved for placing in key locations, or at crucial times, instead of spamming them everywhere like there is no tomorrow.
Aside from minefield spam, it’s a great patch overall. Lots of great changes, the best being that 4-man squads in T3 have been fixed. Since the patch, I have been seeing SOOO many more 3 and 4 man squads in the queue, which is great to see. I was playing in one last night and we kept getting games after only seconds in the queue.
Lots of mines everywhere now. Bring an ECM or don’t go over there. Yet another thing ECM’s are good at.
Agreed on the hologram issue in detonation. Activating a hologram should drop the bomb, not produce THREE bomb carriers for the opposing team to chase after!
Agree. They do behave differently, as in, they don’t immediately bolt for a station to plant, but camo and chameleon drop the bomb, why not holos?
to be fair, you can hold both positions at once.
Nerfing aspects that are traditionally vet-focused to make them easier for new players is a bad idea, but so is removing newbie-friendly mechanics and making them exponentially more powerful in the hands of squads.
The argument that holoships are easy to spot if you know what to look for is great… except when nobody on your team knows what to look for and so an interceptor can fly straight past five frigates and plant without ever losing his shield. That doesn’t help anyone. If anything, it’s giving the Recon a false sense of skill and offering him a foo strategy; grab bomb, spam holo, plant. Great. But what happens when this guy carries that into a higher tier where the majority of players actually know what they’re doing, and so rather than being helpful for his team he’s now delivering bombs to an opposing player who DOES know how to plant?
I’ve always said there should be options out there to allow less able players to make a valid and useful contribution, and then there should be more challenging options for them to advance up to in order to make the most out of their chosen class. Right now, it feels like the low-skill engineers have had all their toys taken away. Although, as I said elsewhere, it has also shown just how many engineers don’t have a clue how to even EQUIP heals, let alone turn them on.
Appeal to players of all skill levels. I concur.
Well, that depends. Now it is harder to rely in an engineer in randoms. Before you had to pray that he remembered to turn on the heals, but now since the passives are almost laughable, you have to wait for the same random that couldn’t turn on a module, to burst it when it’s nedded. So far that is a failure.
And by the way, maybe now it’s the time to remove the healing nerf to interceptors. Being healed 15 hull points per tick is ridiculous.
Right on both counts.
I don’t get the new multiphase shield adapter, 4 seconds of resistance really? That isnt going to do anything unless it means invulnerbility. I even tried fitting 3 compact shield generators to increase capacitor and turn it into resistance upon activation, but due to resistance conversion values, it will reach a cap and invulnerbility is impossible. This change makes it worse than its original counterpart. In the past, it used to be “activate to increase survivability for 8 seconds”. Now it does the same thing for half the time while draining your ship of ALL energy.
Also the “Passive effect” seems to be missing for this module
Multiphase shield adapter
Changing module mechanics is connected to large amounts of energy not used by the ship. This is why we decided to increase shield resistance using the power core.
Module has ‘Enhanced effect’
The “Enhanced effect” seems to be working fine, but where is the “Passive effect”? The module description says it grants a 40 point resistance to all damage, which can be enhanced via activation, however this “Passive effect” seems to be completely absent. Is this a bug?
Furthermore even if this is not a bug, the module is highly ineffective from usage ingame. The 4 seconds of active module time is way too low to allow any viable usage, especially since it drains the entire capacitor.
Passive effect issue was answered. Multiphase used to be one of my favorite modules, spiking resists for a short time to either get a quick job done, or get actual regen from shield boost while still under fire. It was fun to use on all of my ships regardless of type. Now it’s almost useless. I’d love to see this module fully reverted to its pre-patch stats. Can’t imagine very many players still use this as it is now.
If you’ve taken the time to read this, I salute you. The gentlemen (and ladies?) above all make great points. The synopsis being, a little too much all at once. I used to love this game, it was literally the only game I played. Now, I can’t seem to get into it anymore.