The new tactical nukes are ridiculous OP, they should be disabled in some way, for example by killing them like the torpedos on dreads.
The new tactical nukes are ridiculous OP, they should be disabled in some way, for example by killing them like the torpedos on dreads.
Nah, they are not OP, only one charge in the magazine, then 120 sec reload. Finally they are worth.
I’m having a lot of fun with it. Specially in frigball team battles.
Garm: No, the info was not presented in developers blog, I read it often, and its not the information in there. Anyway, if there is a change, write it in patch notes, Always happens same on non russ community, our information is uncomplete.
Bluesea I only want to correct you about the Garm: there where written that the ship bonus would be changed.
Garm
This ship only has got a bonus to increase the durability of the engineering modules by 100%. It is decided that this bonus is not effective and it is available to only one engineer, it is worth changing it for another one. More information will be available in the patchnote.
(this one is from the dev blog, the stuff below from the patchnote)
Garm
Bonus to increase durability of the engineering modules by 100% was replaced by reloading rate of engineering modules -20%.
Garm: No, the info was not presented in developers blog, I read it often, and its not the information in there. Anyway, if there is a change, write it in patch notes, Always happens same on non russ community, our information is uncomplete.
Tactical warhead gives advantage?? NO thx.
It’s in patch notes and in dev blog
Is that an average of all tiers or are tacklers really unpopular in every tier? I see more than enough in t3 and t5 (i dont play other tiers much so i can’t comment)
they are everywhere in t4 as well
So is it tackler balls or guard balls? Cause i keep hearing stories around here regarding mass reacons, ECMs or interceptors in general just as much.so who should we listen to?
And there is sometimes command with insane survivability and wich boost the frigball / intyball in it.
So is it tackler balls or guard balls? Cause i keep hearing stories around here regarding mass reacons, ECMs or interceptors in general just as much.so who should we listen to?
to be honest, i do not think they are mutually exclusive. you can see all of them in the same game, starting with one and ending with the other.
Bluesea I only want to correct you about the Garm: there where written that the ship bonus would be changed.
Garm
This ship only has got a bonus to increase the durability of the engineering modules by 100%. It is decided that this bonus is not effective and it is available to only one engineer, it is worth changing it for another one. More information will be available in the patchnote.
(this one is from the dev blog, the stuff below from the patchnote)
Garm
Bonus to increase durability of the engineering modules by 100% was replaced by reloading rate of engineering modules -20%.
Yes, you are right, excuse my mistake. Sorry.
So is it tackler balls or guard balls? Cause i keep hearing stories around here regarding mass reacons, ECMs or interceptors in general just as much.so who should we listen to?
it’s all about tacklers,guards,ecm’s right now
Tacklers, guards, recons, ecms, I am having fun killing them as they are distracted. Nuking the frigballs usually gets people to move or at least kills all the stations for a while.
Nah, they are not OP, only one charge in the magazine, then 120 sec reload. Finally they are worth.
I’m having a lot of fun with it. Specially in frigball team battles.
3 men squad with 3 Nukes in beacon games is a lot of fun and pretty OP.
88 sec reload with Missile Pylons, pretty worth module on a Kite or Hawk-M which are energy stable.
it’s all about tacklers,guards,ecm’s right now
Recons in beacon games are very popular too, way more popular than ECMs.
But yeah your average T3 game is a bunch of Crusade S and a bunch of Hyenas.
I personally see 1-3 Tacklers on a team in T4 depending on how big the teams are, but it’s not all the time like some people are saying, at least from my personal experiences.
Holograms on the other hand, it seems everyone is using this now and they are just a bit to powerful imo. I say reduce the time they are active by half or decrease their health by at least half and i’m kind of 50/50 on the fact if they should explode or not when dieing.
People are saying Tactical Warhead/Nuke is OP, wut?
no problem. We analyzed the situation regarding the trophies and decided not to increase the value so far.
Once again thanks for replying to all these questions.
Regarding the decision on the trophies itself, BLEGH! Guess i’ll still be sticking with just doing my daily Monocrystal missions until Invasion finally is more story driven, is more dynamic/has dynamic events, etc.
As it is now Invasion is made for grinding, but the grinding itself is nerfed.
3 men squad with 3 Nukes in beacon games is a lot of fun and pretty OP.
88 sec reload with Missile Pylons, pretty worth module on a Kite or Hawk-M which are energy stable.
Recons in beacon games are very popular too, way more popular than ECMs.
But yeah your average T3 game is a bunch of Crusade S and a bunch of Hyenas.
t5 is full of inqusitor s’s, tackler and ecm’s
Thank you for the visual supply it makes it much easier for perception. your point was forwarded to devs but i’d like to remind you that these numbers also depend a lot on the resist modules of the opponent ship. so they vary significantly.
Of course! This is based on the assumption that they built these ships correctly with high resistances. Thank you for forwarding though 
I also suggest that captains should be able to tell who is the real ship and who is the hologram. It is quite weird that the captain sensors have unlimited range, can see through obstacles, though cloak, but cannot tell if a ship is true or just a hologram.
Concerning holograms, I think they shouldn’t have emergency barrier either.
As a parallel, teammates should also be able to tell holoships from the real teammate. It’s a little worrying for me when I see my captain-but-actually-a-holoship diving the enemy team.
Guys sorry for misunderstanding. with a phrase “according to our current data it is not that popular” i wasn’t claiming that it is not popular. it is. all i was trying to say that the numbers are not over the limits. but the message is recieved we will check if it needs extra adjustments.
About the holograms. my bad here.i assume i didn’t understand ur question correctly holograms are a lot, all them carry a bomb, and explosion damage???
i thought what was meant is that they should make extra damage while shooting. i guess perception failure after a long day. but could u please rephrase the whole point of the question. i honestly don’t understand.
Couturier
Posted Yesterday, 06:39 PM
Aliskosan, on 15 Jun 2015 - 01:56 AM, said:
good day! thank you for the comment.
Holograms: we are closely monitoring the feedback about them. but so far we are not planning to create the explosion damage because it will make this mode too powerful.
Tacklers: according to our current data it is not that popular. this ship has its own drawbacks which can’t be ignored.
Mine field and torpedo: yes we implemented some changes in their usage. but it is the step in their development. we are opened for suggestions.
Beam canon and RF blaster. this decisions were based on the opinion of super testers and statistics. we are watching the situation closely and it is not the final stage of developing.
Garm: the information was presented in developer’s blog in advance but thank u for noticing we’ve added it to the patch note too.
PS 2: we are not trying to do any anticovert ops actions. they have possess tactical warheads which give them significant advantage.
Good Day,
Hlograms: The holograms has explosion damage already!! What are u meaning? Dont u know that when hologram dies, explodess and makes damage??? lol
Taklers: From today I will screenshoot all games with mass taklers. Maybe your feedbacks are wrong.
So a build with near 5000 DPS, 5000 m range, and 50% of critical is not enought? Buff neeeded?? I should recomend to change supertesters if they really wanted that buff.
Garm: No, the info was not presented in developers blog, I read it often, and its not the information in there. Anyway, if there is a change, write it in patch notes, Always happens same on non russ community, our information is uncomplete.
Tactical warhead gives advantage?? NO thx.
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Is this the original comment?
Guys sorry for misunderstanding. with a phrase “according to our current data it is not that popular” i wasn’t claiming that it is not popular. it is. all i was trying to say that the numbers are not over the limits. but the message is recieved we will check if it needs extra adjustments.
About the holograms. my bad here.i assume i didn’t understand ur question correctly holograms are a lot, all them carry a bomb, and explosion damage???
i thought what was meant is that they should make extra damage while shooting. i guess perception failure after a long day. but could u please rephrase the whole point of the question. i honestly don’t understand.
He’s basically saying that recons having two holograms is a lot of holograms, perhaps too much, in his mind, and that they both carry a bomb when the user is holding one is questionable. (in his opinion)
As for the last part about explosion damage, he seems to be referring to when a hologram dies, it explodes.
It’s not so much a question comment as it is an outcry against the current mechanics of the recon’s hologram module.
woops, I copied the wrong comment the first time around xD - edited.
Guys sorry for misunderstanding. with a phrase “according to our current data it is not that popular” i wasn’t claiming that it is not popular. it is. all i was trying to say that the numbers are not over the limits. but the message is recieved we will check if it needs extra adjustments.
About the holograms. my bad here.i assume i didn’t understand ur question correctly holograms are a lot, all them carry a bomb, and explosion damage???
i thought what was meant is that they should make extra damage while shooting. i guess perception failure after a long day. but could u please rephrase the whole point of the question. i honestly don’t understand.
Of course: I meant that Holograms are OP, they are 2 + player=3 ships, IMO i think 1 hologram would be enought. And they are a nightmare in bomb maps. And after all that, they make damage when u kill them. They have a lot of HP, so to kill them takes time, and makes u to use my missils, u nerferd cartridge to 10 missils, and now u buff proximity mines cartrige to 8… so I dont understund what direction is taking this game. I almost dont play anomore, im changing game, becouse this is crazy, very weird changes, big changes, big nerf or bufss… This is not a beta anymore, and we act like it was. My friend list has a lot of friends that dont play since at least 15 days, others dont play anymore.
Thx 4 ur answer, no problems about confusion. Goood day.
Of course: I meant that Holograms are OP, they are 2 + player=3 ships, IMO i think 1 hologram would be enought. And they are a nightmare in bomb maps. And after all that, they make damage when u kill them. They have a lot of HP, so to kill them takes time, and makes u to use my missils, u nerferd cartridge to 10 missils, and now u buff mine cartrige to 8… so I dont understund what direction is taking this game. I almost dont play anomore, im changing game, becouse this is crazy, very weird changes, big changes, big nerf or bufss… This is not a beta anymore, and we act like it was. My friend list has a lot of friends that dont play since at least 15 days, others dont play anymore.
Thx 4 ur answer, no problems about confusion. Goood day.
Translation -
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Of course I meant holograms are over powered; They are. including the user’s ship, they are three shoot-able objects, and they are a nightmare within game modes where you’re supposed to plant a bomb on the enemy’s beacons. To make things worse, they even do damage when they explode as they die. They have a lot of health points, so killing them takes time. They make me use my missiles, and you “nerfed” (A word to describe ‘making something weaker’) the missile cartridge to only ten missiles, and now you buffed the ‘proximity mine’ cartridge to eight. I don’t understand what direction the game is taking now. I almost don’t play anymore. I’m changing games; Because, this is crazy. There have been very weird and big changes. There are too many nerfs and buffs. This is not a beta anymore, and you guys still patch it as if it were still within beta. My friends list has a lot of people who haven’t played for at least fifteen days… The others simply don’t play anymore.
Thank you for your answer, and there are no problems about the confusion. Have a good day.
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That’s how I read it, anyways.
- edited to fix an error.
Dont know what to say about ur explanations, I think what I wrote its simple, and everyone can understund it.
About the nerf of cartrige to 10, u have a mistake, they buffed proximity mines cartridge to 8. Thats what I mean.