-Remote Ammo Detonation
Still allows ECM to Safely deals damage without any counter and Lock Missile slot from being used.
-Pulsar
Stupid and Bad Change. Target outside of the Damage Range aren’t Displayed by the Module and differentiate Good Players from Bad Pulsar’s Users. Punishing Skill isn’t balancing.
Change made without Taking into consideration the Module’s Range Buff on limited Guards making the Pulsar’s Range 1800m but Resistance Increase Buff Still 1200m.
Quote
With the current range of the resistance-increasing aura, guard ships gain resistance with ease. In addition, with the current increase in resistance of 40 units for each enemy, guard ships become hard to kill for interceptors.
Regarding the “explanation” : You are justifying the change by completely ignoring your own design about Guards. THEY ARE SUPPOSED TO BE HARD TO KILL, ESPECIALLY FOR INTERCEPTORS.
-Thanatos Railgun :
Wrong Change.
The Projectile Speed wasn’t the cause of Effectiveness problem on this weapon. It’s the Barrel Rotation Fire mode combined with High Rate of Fire and Low Damage per Hit.
-Mass Driver
Range Modification NOT APPLIED on Public Test Server. Which is a Shame since it the most interesting part about the change on this weapon.
Overheating Change applied on Public Test Server.
Weapon still pointless to use since Frigates have access to more versatile and effective Weapons.
-Crystallid Swarm - Turret Mode
The Turret should only be able to fire on Target Locked by Destroyer / Locked On Destroyer.
-Object NY18 :
Quote
After the nerf of power system destabilizer, there are fewer reasons to use this guard frigate. The change is designed to increase survivability due to the implementation of maneuvers available to the ship, but requiring large amounts of energy.
Object NY18 is the actual Best Support Guard in the game.
The problem isn’t coming from the nerf of one of the most broken module ever introduced in the game. The problem is coming from the fact that all the change made around guards and support ships in general aren’t favoring Team-play or Supportive Game-play.
Low Hull Volume and lack of Displayed bonuses also impact the popularity of the ship.
-Dome MDS:
Still pointless to use compared to Missile Shield / Active Missile Shield.
Real Cooldwon went from 20.8 seconds to 16 Seconds due to Object NY18 Bonus.
Apathetic Gameplay’s dynamics. Reflected Missiles still won’t hit most of the targets
-Defence Program Wave :
Halving speed of the Wave is even more reducing the damage dealing Capacities of the Module.
YOU FORGOT TO CONSIDER THE DAMAGE DECREASING EFFECT ALREADY PRESENT ON THE MODULE.
At Max Range the Module deal Less Damage than before while the Size of the Wave is bigger.
750 m/s is ridiculous. You could have increased the damage done simply by reducing the damage decreasing factor.