New PVE map looks so great, mission difficulty is a lot more reasonable for random players/ships/fits games. Its a little short imo, also i wonder if im the only one with a big performance drop there. Also, i suggest using the classic rock particle effect from explotions/shots with a white color to simulate snow there…right now the particle effects have nothing to do with snow
you guys gived 7% bonus dmg on all empire ships(huller ships)and now aura can destroy sword/sword s/excalibur and saw one.
but anyway problem is bigger-why? bcs this can be used to win team games so easier with simple tactic:
example: tournament t3 a lot of guards who stay close to each other with fat shields like blood tormentor etc and what happen-there is 1 long range tackler with slowing missiles yeah or 2 tacklers w/e they make slowing zone,prometheus rush like kamikaze to their team put shield havoc and ta daaa 8 players lost full shields lol 1 rocket+1 module destroyed all shields lel??? +some nukes for finishing hulls … it is true dmg so i understand what you are trying to make-all players play interceptors and fighters,you just destroyed guards,1. you took of them 30 pts resistance +10% dmg from phase shield now you dont give them shields,what is next? instant explode? delete 6 turrets from lrf and make 4 ,dont let engy to heal/s make it worse like you did…you buff little ships and fighters…1 covert ops can easy burst 300 resistance guard and guard can do not that much to take it down…you do same s*** like devs in LoL-they buff/nerf things in game but game is fine problem is matchmaking and players.
btw i am command player,and i know how hard shield havoc is…
I like the limited time exclusivity of the new modules and having a bit of side-grind.
The free paint is nice fluff.
Kinda indifferent towards the new PvE, it’s not distinctly different to Sector Defence, since it’s “freshness” came mostly from the heavily distinctive bots, this is more of the same, but less of it and the enemies are significantly weaker. Doesn’t feel justified to have it be on the same reward level as Sector defence, being so much easier. Maybe it’s just perception, since we already know the tricks of the enemies now? The map looks great, but it seems kinda wasted on that mission :-/
Don’t like the pumpkin crap at the edges of the screen during battle. Too comic-like and childish for my taste, I want my cool spaceships with plasma weapons.
Let’s hope we’re not going to be planting pumpkins until summer next year this time around
It’s pretty easy now, just 222 instead of 666.
ahh, was looking forward to reaching the number of the devil.
you guys gived 7% bonus dmg on all empire ships(huller ships)and now aura can destroy sword/sword s/excalibur and saw one.
but anyway problem is bigger-why? bcs this can be used to win team games so easier with simple tactic:
example: tournament t3 a lot of guards who stay close to each other with fat shields like blood tormentor etc and what happen-there is 1 long range tackler with slowing missiles yeah or 2 tacklers w/e they make slowing zone,prometheus rush like kamikaze to their team put shield havoc and ta daaa 8 players lost full shields lol 1 rocket+1 module destroyed all shields lel??? +some nukes for finishing hulls … it is true dmg so i understand what you are trying to make-all players play interceptors and fighters,you just destroyed guards,1. you took of them 30 pts resistance +10% dmg from phase shield now you dont give them shields,what is next? instant explode? delete 6 turrets from lrf and make 4 ,dont let engy to heal/s make it worse like you did…you buff little ships and fighters…1 covert ops can easy burst 300 resistance guard and guard can do not that much to take it down…you do same s*** like devs in LoL-they buff/nerf things in game but game is fine problem is matchmaking and players.
btw i am command player,and i know how hard shield havoc is…
Stop complaining and deal with it.
This module is awesome counter for guard balling.
About the Covert ops I can’t even count how many nerfs it got in the last year.
It’s immensely annoying that every ship around your HUD appears as a pumpkin instead of the actual ship role icon. Also there’s this glitch that you can tell a holoship from its owner because of the pumpkin (the holoship doesn’t have one).
Since every single ship kill in PvP counts towards this event, why make those icons at all? It’s not like they have any use.
Regarding the new module, it’s good there’s an anti frigball tool, but the range is icky. Outside of BH/Domination it’s alright, but around beacons it does seem kind of OP. Not sure if it you can turn it off with an ECM, but if you can’t - you should be able to.
I’m gona have to go ahead and clear a ‘bug’ fix for holoships. If not possible, ehh no biggie.
I’m gona have to demand pumpkins stay for the holiday. Also gonna have to keep the ‘watercolors’ at the top and bottom of the screen.
Just too much fun.
Stop complaining and deal with it.
Like you dealt with A1MA? Like you dealt with Destructor?
About the Covert ops I can’t even count how many nerfs it got in the last year.
One, Orion Nerf.
Like you dealt with A1MA? Like you dealt with Destructor?
One, Orion Nerf.
Funny, I was just thinking about how different the 2-second slow immunity feels opposed to the previous 5-second one. It’s not a nerf directly targeted on CovOps, but it sure hits them.
Funny, I was just thinking about how different the 2-second slow immunity feels opposed to the previous 5-second one. It’s not a nerf directly targeted on CovOps, but it sure hits them.
Impacting all the ships using Adaptives and/or Mobility as a tanking mechanics as well as the ones with low mobilty.
Impacting all the ships using Adaptives and/or Mobility as a tanking mechanics as well as the ones with low mobilty.
True like a 3 euro coin.
Guard was already nerfed enough, thank good the idiotic frigball time is over since a while now. The real unbalanced class atm are fighters (someone sayd tacklers or stupid tanky commands?).
Btw when the minelayer got buffed? I mean even with high thermal res some build can do tons of damage. I missed something along the way?
Impacting all the ships using Adaptives and/or Mobility as a tanking mechanics as well as the ones with low mobilty.
Doesn’t mean it wasn’t a covops nerf. They depend on adaptives for tanking more than recons or ECMs. Also, plasma arc nerf was just about a year ago, now.
But that’s not what we’re talking about here! Shield havoc is ridiculous. Huge area of denial for Jericho and some Federation ships.
Stop complaining and deal with it.
This module is awesome counter for guard balling.
About the Covert ops I can’t even count how many nerfs it got in the last year.
dude covert ops has a lot options to deal dmg to single target and some aoe but this thing deal dmg to all ppls around,and that will be big problem so soon like mass driver.
4k radius is big sphere,i think you can understand size of it and for 7 sec all players lose 110% of shield 15% per sec,so if there are 1 tackler with slow missiles it will be so hard thing.
after all when all players lose shields they gain 30% dmg buff for 10 sec to finish hull and that command 50% ,ofc its awesome when you can use it to win games,but what you gonna do without it,tell me pls?
-countering guards? wtf? diffusion shield is enough counter for them and shock missiles if you think shield havoc help command to defeat “unstoppable” guard … i am command player and i will do my best this module be destroyed soon as posible,bcs a lot of “Aces” play just command now and they dominate,command is support class like recon and engy not dmg dealer like covert ops/lrf and gunships and that must stay.
i think valkyrie need nerf also…50% dmg its like you make command=lrf for 10 sec…so brutal…
Btw when the minelayer got buffed? I mean even with high thermal res some build can do tons of damage. I missed something along the way?
Depending of the ships entering the Minefields.
-34% against Interceptors like all the explosive damage
No modifiers on Fighters
+25% against frigates like all the explosive damage
The real unbalanced class atm are fighters (someone sayd tacklers or stupid tanky commands?).
The true problem is a bit too long to explain.
Guard was already nerfed enough, thank good the idiotic frigball time is over since a while now.
Because they changed the dynamics of the games. Mobility is the main Factor with reduced timer for battles (when you have to travel to differents objectives, when you die and have to move to your target ectect).
Doesn’t mean it wasn’t a covops nerf. They depend on adaptives for tanking more than recons or ECMs.
You don’t imagine how some fitting on Jericho Guards were relying on the Adaptive Shield too.
It hurted more than the Interceptors, I garantee you.
You don’t imagine how some fitting on Jericho Guards were relying on the Adaptive Shield too.
It hurted more than the Interceptors, I garantee you.
I play Fed guards pretty often, so I know pretty much exactly how much it hurt them.
I also play Fed covert ops pretty often, so I know pretty much exactly how much it hurt them.
Don’t try pulling BS about muh adaptives. Jericho guards have options. Federation covert ops – really don’t.
dude covert ops has a lot options to deal dmg to single target and some aoe but this thing deal dmg to all ppls around,and that will be big problem so soon like mass driver.
4k radius is big sphere,i think you can understand size of it and for 7 sec all players lose 110% of shield 15% per sec,so if there are 1 tackler with slow missiles it will be so hard thing.
after all when all players lose shields they gain 30% dmg buff for 10 sec to finish hull and that command 50% ,ofc its awesome when you can use it to win games,but what you gonna do without it,tell me pls?
-countering guards? wtf? diffusion shield is enough counter for them and shock missiles if you think shield havoc help command to defeat “unstoppable” guard … i am command player and i will do my best this module be destroyed soon as posible,bcs a lot of “Aces” play just command now and they dominate,command is support class like recon and engy not dmg dealer like covert ops/lrf and gunships and that must stay.
i think valkyrie need nerf also…50% dmg its like you make command=lrf for 10 sec…so brutal…
I can easily tell you havent understood how it really works; the 4km thing is the range FROM WHERE you can activate it, after that the sphere created uses 900m (i believe 1800m total diameter). The sphere is really easy to spot and takes 4 seconds to arm and start dealing dmg, time you can use with your slow frig to move and dont get caught inside to loose all 100% shields. The slow tactic is pretty good and clever, but you can still use speed buffs or multipurpose mods with F8 implant, LRF can use RT. The 50% dmg buff from valkyrie is just for the command pilot solely, pretty fair imo since the command has far lower gunpower compared to LRFs, gunships and cov ops.
But you are right, command is a buffer ship meant to support friendly ships, not a debuffer like ECM, guard, recon and tackler…i think that either recon or guard should have this mod.
I play Fed guards pretty often, so I know pretty much exactly how much it hurt them.
I also play Fed covert ops pretty often, so I know pretty much exactly how much it hurt them.
Don’t try pulling BS about muh adaptives. Jericho guards have options. Federation covert ops – really don’t.
Fed ships are meant to not get hit…if someone hits you, then your playing awfully bad. Even fed guards are meant to be fitted to full speed to avoid shots (phase shield is just for the look).
:005j: just joking xD
Don’t try pulling BS about muh adaptives. Jericho guards have options. Federation covert ops – really don’t.
Ho yes they have options !
But I prefer when they try to dive alone in the middle of a fleet and minefields then complain.
not a debuffer like ECM, guard
Guards are not debuffer, they are supposed to be “Tank”.
Even fed guards are meant to be fitted to full speed to avoid shots
Used to work when the Anaconda-M had “Kinetic Weapon Bonus”, was able to use “Shrappnel Cannon” and the first version of the “Phase Shield” xD
But Apparently, Oneshooting everything in range was not balanced
Guards are not debuffer, they are supposed to be “Tank”.
Used to work when the Anaconda-M had “Kinetic Weapon Bonus”, was able to use “Shrappnel Cannon” and the first version of the “Phase Shield” xD
But Apparently, Oneshooting everything in range was not balanced
Guards do have: missile shield, signature masking, mass propulsion inhibitor…and pulsar could be considered as debuff. So yeah, i think guard is debuffer
About anaconda with shrapnel…hahahah
i think guard is debuffer
Soooooo, you know better the question than the Designer who answered me?
Having just played the new PvE mission, I have to say the map is beautiful. I love the details like walking mechs.
I think you got the efficiency wrong there though - the most important part is taking out the snipers and the engines, and then maybe the turrets of the cruiser, I did all that and ended up with 400 something efficiency, so you might want to give it a thought.
But again, the map is beautiful, wish there was a similar map for PvP. It’s hand to heart the best map for using your surroundings in a non-standard way, just hiding behind asteroids can get boring after a while.