Thar'Ga needs balancing

UPDATE 3/18/2017: Big thank you Star Conflict ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)

There has been an update to the ship characteristics. That was quick and very appreciated.

--------------------------------ORIGINAL MESSAGE BELOW--------------------------------

    You read the title    Captain obvious here!

  1. I said squads removal was bad the day that patch rolled out… and now it’s back.
  2. I said destroyers were too unbalanced when they rolled out… and now they are… acceptable
  3. Now I say “Thar’ga’s’s are ruining the game. But both the developers and the players already know this.”
     

1. The less obvious

Heard on SC: " I have experienced many people pay 40 euros or more to get a Thar’ga "

 Just like in the real world, what you buy affects production  It is not solely Star Conflict et al. making the game less cool, but CUSTOMERS LIKE YOU (perhaps) give them an economic incentive to do so. Did I own the game I would also make it worse if it meant I could pay my employees and put money into making more cool stuff… Just kidding. It’s disease.

 

"…so we can provide you, the players, with more cool stuff"

 

2. The obvious (that’s a size 48 dot btw.)

The r14 (or w/e) thar’ga is better than any other ship in the game.
If you are a decent player, this ship will get you more kills, more captures and more wins than any other.
Want to be pro and win? Buy parts for the ship or grind your way up
Want to be a pro now? Buy parts for the ship. And support Star Conflict making more rancid decisions.

 

The rest
 

Jericho - https://wiki.star-conflict.com/index.php?title=Jericho

  • Strong Shields
  • Strong Capacitor
  • Average Speed and Agility
  • Weak Hull

Empire https://wiki.star-conflict.com/index.php?title=Empire

  • Strong Hulls
  • High Firepower
  • Weak Shields
  • Weak Capacitor
  • Low Speed and Agility

Federation https://wiki.star-conflict.com/index.php?title=Federation

  • High Speed and Agility
  • Strong Capacitor
  • Mediocre Shields
  • Weak Hull

Alien? https://wiki.star-conflict.com/index.php?title=Alien

  • Something
  • Needs to be
  • Done to the game
  • Here

 

WHAT I AM ASKING OF YOU IN THIS DISCUSSION:

  • Reasonable suggestions to changing the game/ship. (thar’ga related)

  • Preferably; Screenshots/videos proving your point

  • (Later on) Response from developers in meeting this need from the players

  • Very short and compelling comments without substance, including large images.

 

 

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As long as it stays constructive and doesn’t start to be a whiners roller coaster i’ll put it on the review list. That means actual footage, numbers, stats, keep it short without walls of text and such. 

Read this. What do you think now?

* Give out its natural opponents from same Ellydium shipyard: Elly intys and Elly frigates - the earlier the better.

* Reduce the number of special modules to focus on refinement/fine tune of remainder

I agree in general. Thar’Ga is OP as f*ck.

I played enough with it to know what needs to be done with it.

Basic changes that require immediate attention:

 

Thar’kth cannon needs to be reduced in damage by 30%.

Alien Intuition 15 Mark 4 main weapon damage needs to be reduced from 86% extra damage to 75% extra damage (11% less damage).

Teleportation Sphere requires 1 second, before you are being teleported. No instantaneous teleport.

imo the warp ability needs nerf/change. It should be an active module not a hacked passive + its require proper cooldown indication and ofc. some downside.
Its similar for the reverse thruster. when they inroduced it, it was very op because it made instant warp without the resist decrease. 

Just now, Gizmomac said:

imo the warp ability needs nerf/change. It should be an active module not a hacked passive + its require proper cooldown indication and ofc. some downside.
Its similar for the reverse thruster. when they inroduced it, it was very op because it made instant warp without the resist decrease. 

I am considering the same option. Would remove the issue with maneuvers or accidental activations.

Just now, Koromac said:

I am considering the same option. Would remove the issue with maneuvers or accidental activations.

Imo its not fair to have a passive module what act like an active. They should turn it to an active module, i don’t mind even if they combine it with a repkit, flares, combat reboot speed but active moduels should go to active module slots.

14 minutes ago, Koromac said:

…Thar’Ga is OP as f*ck…

Teleportation Sphere requires 1 second, before you are being teleported. No instantaneous teleport.

Make it 2-3 seconds !! Like with the Reverse Thruster (jump back) module for Long Range frigates

Thar’kth’spit cannon nerf is the most important part.

10 minutes ago, Koromac said:

Thar’kth cannon needs to be reduced in damage by 30%.

They could try experiment with energy cost, or charging slowing your ship down, to keep its alpha.

albeit i am not sure if that will really help much.

But for the most part, I really dont understand the amount of alien weaponry introduced anyway, as most of them just have crazy names and effects, but kinda feel like unneccessary overall, either replacing other weapons in their usage, or be insignificant or just down right annoying.

Less is more.

Anyway, i know who to blame, i blame darkredfox for wanting alien ships. ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”) gnihihi

4 minutes ago, avarshina said:

Make it 2-3 seconds !!

thats a bit too much. but blink should indeed be an active module, or replace their overdrive. or introduce a new keybinding for a mobility module, and make more of them, for every kind of ship, like the early ideas of cruise engines, maybe adding some other passive engine abilities, like something that ignores artificial gravity sources for a few secs.

imho blink should not be possible, if you get inhibited (either tackler or guard activated active module), additionally to ecms.

Generally, another nice nerf would be, if it randomly makes them explode on usage due to a malfunction. Seriously, like 1-in-5 chance, you dont blink, just die. Awesome patch. Awesome.

30 minutes ago, Gizmomac said:

imo the warp ability needs nerf/change. It should be an active module not a hacked passive + its require proper cooldown indication and ofc. some downside.
Its similar for the reverse thruster. when they inroduced it, it was very op because it made instant warp without the resist decrease. 

The fact that you can’t use upward strafing is a HUGE drawback.

7 minutes ago, Swifter43021 said:

The fact that you can’t use upward strafing is a HUGE drawback.

The whole module thing is wrong. It needs activation time and probably to be as an active module.

39 minutes ago, Koromac said:

The whole module thing is wrong. It needs activation time and probably to be as an active module.

Stop calling it module guys. It’s a modifier. xD

In any case, there is also one indirect matter to address.

Respawn times.

It takes 15 seconds for a normal/premium ship to respawn.

It takes 45 seconds for a destroyer to respawn.

I think that all Ellydium ships should have double waiting time instead of a regular one - 30 sec.

What’s wrong with having actives on “items” instead if “spells” ?

Many games did that too. Did players says “Needs to be a spell instead of an item” ? No.

 

That’s a new mechanic : Modifiers with actives.

Soon we’ll have double click too. And maybe the possibility to add new keys to a specific active. 

 

 

It adds deepness to the gameplay. Nothing wrong here. What is needed is balance. Not removal of mechanics.

Check out the latest patch ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)