So, yeah, about this new targeting system. It works very well and I am liking it much except one thing. I sometimes can not figure from the several markers which target am I locked on. So a color change of the lock on target’s marker would be very helpful. Thx.
I like da hack back part it’s awesome!
I’ve not played any T5 matches yet, since I can’t seem to get any. But T3 seems to be pretty well balanced. Only one game so far had an overabundance of minefields, and those were avoided easily enough. It was on the Abandoned Outpost map and all of the warp gates were mined.
This new patch is a lot to take in…
Because of that I wont be reviewing anything except this is annoying me to hell;
Target circle
It’s so fat it cannot but distract me! Yes I know that might be the purpose, “easier” to look at target and hit right?? But to me its quite the opposite right now.
DEVS!!! At least make it an option!
QUICK
Thank U.
This new patch is a lot to take in…
Because of that I wont be reviewing anything except this is annoying me to hell;
Target circle
It’s so fat it cannot but distract me! Yes I know that might be the purpose, “easier” to look at target and hit right?? But to me its quite the opposite right now.
DEVS!!! At least make it an option!
QUICK
Thank U.
I think they said there is an option to un check it.
I think they said there is an option to un check it.
no, you can disable AB not the indicator.
practicaly we have fat and solid indicator is on a locked target, and not so fat on non-locked on targets
So, yeah, about this new targeting system. It works very well and I am liking it much except one thing. I sometimes can not figure from the several markers which target am I locked on. So a color change of the lock on target’s marker would be very helpful. Thx.
And now Withe noise and ir pulsar suck. Nice nerf devs :01414:
My suggestion? Mines should ve available only for LRFs, like before, and ECMs shouldn’t be able to “hack” mines…
I wasn’t happy with the mines getting on all frigs either, but at least, they did nerf the alpha damage, and the colors will do a lot of difference, and make much more beautiful christmas bacons. I do not like the ecm’s current state either, and whish for certain nerfs (especially the stasis getting rid of module inhibiting effects would go a long way for ecm imho) but I have to say, if there is something that hacker module should be able to hack, it’s mines, and similar stationary stuff, like sentry drones; I would understand if someone cries about attack drones being turned, or argue about the recon mine in this case, but frigate-minefields, definitely.
The other stuff… well, let’s see, how it plays out. Only played a few matches so far.
Personally, I find it a disgrace that ecms get hacking abilities. Hacking does not fit to the role after my taste; after all it’s a firewall ship for system administrators, with the namesake to counter electronic warfare, not the ship for people who strive for skills in the dark arts, roguelike. So for me the real hacker module is the white noise jammer. But I do differentiate between something that annoys me personally, and something that could need a counter; and minefields were - in the past - sometimes a bit too easy to use, so it definitely is worth to be countered.
Chat server is still disconnecting frequently. Sure it can just have a command to attempt re-connection?
with the new lead indicator my mouse will suffer with my trigger happy fingers
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.
But the burst heal is great. I like it, it’s more rewarding and interesting gameplay instead of the mobile repair station taht it was.
Having now tried out the engie stuff in game, I really don’t think the burst healing works unless you are in comms together. The range isn’t big enough most of the time (depends on the map): you’ve eight got a really weak, barely there heal, or you are lucky enough to get into the radius of the engie when they do a pop. Engies often stay way back as they are targets, especially newer players, which means whereas before you could at least retreat, get healed then go back in, that doesn’t work now as the heals are too weak. I know having the heals permanently on was to make it kinda newb-proof. but the heals are too weak for it to be worth it.
Also, energy emitter module should go back to being how it was previously: bursts don’t work for energy, not such short ones anyway. Save that for the hull and shield stuff.
Not necessarily saying ditch it completely, but the basic heal level should definitely be bigger, while the burst heals could maybe be reduced a bit to compensate. The healing being a serious issue is the one thing I have heard consistent agreement on from everyone I’ve spoken with.
Ok, everyone apart from Latexido apparently
I don’t mind keeping burst healing to a certain extent, I just think it needs balancing.
I feel that the burst heal is much better as the inge have to actually care about their teammates before using the heal. they are way more active than before
i got into a few games were we had a really nice inge who used his burst really well
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.
As expected, it is guard conflict again. Destructor was not nerfed but buffed. See you next patch.
Ok, everyone apart from Latexido apparently
I don’t mind keeping burst healing to a certain extent, I just think it needs balancing.
It might need some tuning. But I find the mechanism much more interesting that way. it solve the issue of Aces that don’t toggle aura and make the difference beetween a bad engi and a good one.
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.
well with the octopus i managed to reach 5k energy giving a 10k shield buff and 6.3k hull buff every 32 sec (implant) so that s a 377/s shield and 240/s hull (42/s hull for the passive)
this is without the stations so compared to before the patch you gain at least 50% heal power ( i do not remember excatly of how much the passive used to heal, i know for the hull it was 127 in t3 so around 170 in t5?)
added up with the station you can have a really good heal burst
plus the heal apply to all player in range wich is not the case of stations
I admit by doing so we loose all of the resistance of the ship. So playing an inge with that kind of heal is gonna be tricky( i only have 100+ resistance on cinetic/thermic/EM on the hull, my shield is on base values)
I really have to re-learn how I use the Engi now…When to and when NOT to activate those frekkin modules… the good ol’ mechanism was like a second nature… oh well.
But really. Guards need nerfing. As it is now, its silly. GUARD CONFLICT is upon us.
Destructor AoE STILL needs nerf (WHY havent this already been changed??)
…and the dmg is too great.
And WHY did you mess up balance this much a FEW DAYS before a BIG SUMMER TOURNY?! REALLY?