What Happened to the Destroyers?

Need teamwork to take out a dessy… well not anymore… 

Nerf the pyro?! Why?

Dessy have high survability?! Lol yea so high that a plasma arc can one shoot you… 

Did someone said explosive weapon? Uh double dmg? 

Oh look a thar’ga!

 

Ok waiting for the patch thx cinnamon

Destroyers are finally balanced. Thar’ga is still not though. That needs fixing.

I sent this to Cinnamon, created a whole post about it… still pending approval tho (4hours ago…) anyways, thank you copy paste :V

 

Destroyers have been literally tweaked to be utterly useless, to the point where building a destroyer is not worth it, and basically: masochist. I have thought about some of the complains of both sides, the ones that favor destroyers, and the ones that don’t. I thought on these problems and came up with these fixes to the system, which not only includes destroyers, but all of the ships in the game.

CHANGES TO BALANCE DESTROYERS

  • Destroyers to have their normal huge hull/shield pools respective to their factions, their speed modules to be limited to propel them up to 250m/s as a non-warp limit, and 500m/s when warping. Their mobility or agility LIMITED to 40 degrees per second. 

  • Destroyers to have the following when it comes to “kill the destroyer”: Destroyers will deal 50% less main weapon dmg to any ship that gets close to 750m, because their role is not meant to be CQC (and they already have an issue attacking ships up close: not all guns can shoot the target, so it will make it MORE difficult to counter interceptors or other ships up close, leaving the responsibility to their teammates, like if should be)

  • Add another module to the destroyer: Destroyer Bridge (control room). When destroyed, radar systems will be offline. 80 seconds to repair.  *Destroyers would now have: Engines, Capacitor, Bridge; 4 turret modules*

  • Destruction of destroyer modules will result in a % of hull damage instead of hull points:

     1. For Federation and Jericho destroyers:

Engine: 10%

Capacitor: 15%

Bridge: 10%

Module 1: 10%

Module 2: 10%

Module 3: 10%

Module 4: 10%

     2. For Empire destroyers:

Engine: 5%

Capacitor: 15%

Bridge: 10%

Module 1: 5%

Module 2: 5%

Module 3: 5%

Module 4: 5%

  • Destroyers will not be punished by the x2 explosive damage. Instead, if the destroyer loses its shield, the destroyer will suffer a x3 damage TO THE MODULESfrom all ships around 2000m for 10 seconds. (Think of it being a system overload for the shields being gone).

  • Destroyers that have their shields popped to 0 on their first time (with 120 second intervals), their shield explodes with a EMP that affects the destroyer itself and any other ships in 500m radius, for 1 second, and deals 1000 EM damage to anything on that radius, including the destroyer itself. Additionally, the destroyer will suffer a 10 second shield reboot: the destroyer will not be able to recharge shields IN ANY WAY for 10 seconds. 

  • Destroyers will be able to ram ships, dealing quite a damage proportional to the ship size (small ships get hit hard, eyes on that)

  • Destroyer that gets destroyed, is no longer available to the player. In short: destroyers will NOT respawn on PvP.

  • A destroyer that gets rammed by a ship flying at +2000 m/s will be destroyed.

  • Slotting destroyers only will NOT be allowed. The player will be prompted to slot a regular ship to one of the 3 or 4 slots available.

Now for the fun part: SHIP CLASS ENFORCEMENT. Each ship class to be ENCOURAGED to execute their role, and be rewarded well for doing it, and penalized if not.

(think of it as some in-match tasks/missions, that will be available on EVERY match) *task/mission rewards also affected by the +50% reward of premium license, as usual*

  • ECM will have to disrupt normal operations of 5 ships from any ship class, with any module meant to disrupt normal functions of the ships (including the special module). Disruption of destroyer functions to be rewarded double. Reward: 500 syn per ship disruption, 1000 syn if its a destroyer. Once 5/5, the player enters bonus mission: disruption of each ship afterwards will multiply the final reward of the previous task, +10%, and stacks up to 10 times. Example, player disrupted 3 normal ships, and 2 destroyers; mission reward = 2500 syn. Player disrupted 10 more ships, reward doubles (5000 syn total) *maximum syn earned for this mission is 10,000 syn*

  • RECON will have to locate 10 ships, and plant 5 spy drones onto ships or place 5 micro-locators, or a combination of both, as long as it sums up 5. Completion of this task will be rewarded with 2500 syn for locating 10/10 ships, and 2500 syn for placing 5/5 spy drones/micro-locators.  As a bonus, each Holo-ship that gets destroyed by someone will be rewarded with 500 syn.

  • COVERT OPS will have to kill at least 3 ships without dying. Completion of this task is rewarded with 2500 syn. As a bonus, destroying a full health ship in less than 30 seconds multiplies the reward by 25%, and can stack 4 times.

  • GUNSHIP will have to inflict 100,000 damage in the course of 1 minute; completion of the task is rewarded with 1000 syn. As a bonus, each ship destroyed multiplies the reward 100%, and the multiplier stacks up to 5 times.

  • TACKLER will have to destroy 5 interceptor class ships. Completion of this mission will be rewarded with 2500 syn. As a bonus mission, each ship debuffed with Target Painter or speed inhibiting modules (or missiles) will multiply the reward

  • COMMAND will have to use enhancement modules to buff allies, 10 times. Completion of this task is rewarded with 2500 syn. 

  • LRF will have to deal 200,000 damage from over 5000m. Reward for completion will be 2500 syn. As a bonus mission, each regular ship destroyed with a disintegrator or guided torpedo will  multiply the reward 25%, and stacks 4 times, but destroying a Destroyer will result on an instant bonus of 100%, once. (Bonus multiplier cap/limit for the main mission reward is 100%)

  • ENGINEER will have to restore 300,000 energy points, shield points and hull points to allies. Completion of this task will be rewarded with 3000 syn. As a bonus task, deploying repair stations, recharge stations, shield barriers, or warp gates, will add 500 syn to the reward, until it reaches 5000 syn in total.

  • GUARD ships will have to earn a “Resistant” medal (receive 200% damage of your total health), or destroy 15 missiles in the course of one battle. Completion of one of these tasks will be rewarded with 2500 syn. Earning “Bullet Sponge” medal, or destroying 30 missiles, gives another 2500 syn.

  • DESTROYERS will have to deal 750,000 damage, at any range, with any weapons they have. Completion of this task will be rewarded with 40% off on repair costs. As a bonus, destroyers that repair 50,000 hull points to allies with their Heavy Repair Drones, will receive and additional 10% off on repair costs. 

 

The point behind this whole thing, is not only to “balance” ships, but to make them useful on their respective roles. What do you guys think? 

No.

23 minutes ago, MightyHoot said:

 

41 minutes ago, Scarecrow_1 said:

I sent this to Cinnamon, created a whole post about it… still pending approval tho (4hours ago…) anyways, thank you copy paste :V

 

Destroyers have been literally tweaked to be utterly useless, to the point where building a destroyer is not worth it, and basically: masochist. I have thought about some of the complains of both sides, the ones that favor destroyers, and the ones that don’t. I thought on these problems and came up with these fixes to the system, which not only includes destroyers, but all of the ships in the game.

CHANGES TO BALANCE DESTROYERS

  • Destroyers to have their normal huge hull/shield pools respective to their factions, their speed modules to be limited to propel them up to 250m/s as a non-warp limit, and 500m/s when warping. Their mobility or agility LIMITED to 40 degrees per second. 

  • Destroyers to have the following when it comes to “kill the destroyer”: Destroyers will deal 50% less main weapon dmg to any ship that gets close to 750m, because their role is not meant to be CQC (and they already have an issue attacking ships up close: not all guns can shoot the target, so it will make it MORE difficult to counter interceptors or other ships up close, leaving the responsibility to their teammates, like if should be)

  • Add another module to the destroyer: Destroyer Bridge (control room). When destroyed, radar systems will be offline. 80 seconds to repair.  *Destroyers would now have: Engines, Capacitor, Bridge; 4 turret modules*

  • Destruction of destroyer modules will result in a % of hull damage instead of hull points:

     1. For Federation and Jericho destroyers:

Engine: 10%

Capacitor: 15%

Bridge: 10%

Module 1: 10%

Module 2: 10%

Module 3: 10%

Module 4: 10%

     2. For Empire destroyers:

Engine: 5%

Capacitor: 15%

Bridge: 10%

Module 1: 5%

Module 2: 5%

Module 3: 5%

Module 4: 5%

  • Destroyers will not be punished by the x2 explosive damage. Instead, if the destroyer loses its shield, the destroyer will suffer a x3 damage TO THE MODULESfrom all ships around 2000m for 10 seconds. (Think of it being a system overload for the shields being gone).

  • Destroyers that have their shields popped to 0 on their first time (with 120 second intervals), their shield explodes with a EMP that affects the destroyer itself and any other ships in 500m radius, for 1 second, and deals 1000 EM damage to anything on that radius, including the destroyer itself. Additionally, the destroyer will suffer a 10 second shield reboot: the destroyer will not be able to recharge shields IN ANY WAY for 10 seconds. 

  • Destroyers will be able to ram ships, dealing quite a damage proportional to the ship size (small ships get hit hard, eyes on that)

  • Destroyer that gets destroyed, is no longer available to the player. In short: destroyers will NOT respawn on PvP.

  • A destroyer that gets rammed by a ship flying at +2000 m/s will be destroyed.

  • Slotting destroyers only will NOT be allowed. The player will be prompted to slot a regular ship to one of the 3 or 4 slots available.

Now for the fun part: SHIP CLASS ENFORCEMENT. Each ship class to be ENCOURAGED to execute their role, and be rewarded well for doing it, and penalized if not.

(think of it as some in-match tasks/missions, that will be available on EVERY match) *task/mission rewards also affected by the +50% reward of premium license, as usual*

  • ECM will have to disrupt normal operations of 5 ships from any ship class, with any module meant to disrupt normal functions of the ships (including the special module). Disruption of destroyer functions to be rewarded double. Reward: 500 syn per ship disruption, 1000 syn if its a destroyer. Once 5/5, the player enters bonus mission: disruption of each ship afterwards will multiply the final reward of the previous task, +10%, and stacks up to 10 times. Example, player disrupted 3 normal ships, and 2 destroyers; mission reward = 2500 syn. Player disrupted 10 more ships, reward doubles (5000 syn total) *maximum syn earned for this mission is 10,000 syn*

  • RECON will have to locate 10 ships, and plant 5 spy drones onto ships or place 5 micro-locators, or a combination of both, as long as it sums up 5. Completion of this task will be rewarded with 2500 syn for locating 10/10 ships, and 2500 syn for placing 5/5 spy drones/micro-locators.  As a bonus, each Holo-ship that gets destroyed by someone will be rewarded with 500 syn.

  • COVERT OPS will have to kill at least 3 ships without dying. Completion of this task is rewarded with 2500 syn. As a bonus, destroying a full health ship in less than 30 seconds multiplies the reward by 25%, and can stack 4 times.

  • GUNSHIP will have to inflict 100,000 damage in the course of 1 minute; completion of the task is rewarded with 1000 syn. As a bonus, each ship destroyed multiplies the reward 100%, and the multiplier stacks up to 5 times.

  • TACKLER will have to destroy 5 interceptor class ships. Completion of this mission will be rewarded with 2500 syn. As a bonus mission, each ship debuffed with Target Painter or speed inhibiting modules (or missiles) will multiply the reward

  • COMMAND will have to use enhancement modules to buff allies, 10 times. Completion of this task is rewarded with 2500 syn. 

  • LRF will have to deal 200,000 damage from over 5000m. Reward for completion will be 2500 syn. As a bonus mission, each regular ship destroyed with a disintegrator or guided torpedo will  multiply the reward 25%, and stacks 4 times, but destroying a Destroyer will result on an instant bonus of 100%, once. (Bonus multiplier cap/limit for the main mission reward is 100%)

  • ENGINEER will have to restore 300,000 energy points, shield points and hull points to allies. Completion of this task will be rewarded with 3000 syn. As a bonus task, deploying repair stations, recharge stations, shield barriers, or warp gates, will add 500 syn to the reward, until it reaches 5000 syn in total.

  • GUARD ships will have to earn a “Resistant” medal (receive 200% damage of your total health), or destroy 15 missiles in the course of one battle. Completion of one of these tasks will be rewarded with 2500 syn. Earning “Bullet Sponge” medal, or destroying 30 missiles, gives another 2500 syn.

  • DESTROYERS will have to deal 750,000 damage, at any range, with any weapons they have. Completion of this task will be rewarded with 40% off on repair costs. As a bonus, destroyers that repair 50,000 hull points to allies with their Heavy Repair Drones, will receive and additional 10% off on repair costs. 

 

The point behind this whole thing, is not only to “balance” ships, but to make them useful on their respective roles. What do you guys think? 

 

37 minutes ago, millanbel said:

No

 

Were you seriously forced to quote everything?

3 minutes ago, MightyHoot said:

Yes, you?

Absolutely. 

57 minutes ago, Scarecrow_1 said:

I sent this to Cinnamon, created a whole post about it… still pending approval tho (4hours ago…) anyways, thank you copy paste :V

 

Destroyers have been literally tweaked to be utterly useless, to the point where building a destroyer is not worth it, and basically: masochist. I have thought about some of the complains of both sides, the ones that favor destroyers, and the ones that don’t. I thought on these problems and came up with these fixes to the system, which not only includes destroyers, but all of the ships in the game.

CHANGES TO BALANCE DESTROYERS

  • Destroyers to have their normal huge hull/shield pools respective to their factions, their speed modules to be limited to propel them up to 250m/s as a non-warp limit, and 500m/s when warping. Their mobility or agility LIMITED to 40 degrees per second. 

  • Destroyers to have the following when it comes to “kill the destroyer”: Destroyers will deal 50% less main weapon dmg to any ship that gets close to 750m, because their role is not meant to be CQC (and they already have an issue attacking ships up close: not all guns can shoot the target, so it will make it MORE difficult to counter interceptors or other ships up close, leaving the responsibility to their teammates, like if should be)

  • Add another module to the destroyer: Destroyer Bridge (control room). When destroyed, radar systems will be offline. 80 seconds to repair.  *Destroyers would now have: Engines, Capacitor, Bridge; 4 turret modules*

  • Destruction of destroyer modules will result in a % of hull damage instead of hull points:

     1. For Federation and Jericho destroyers:

Engine: 10%

Capacitor: 15%

Bridge: 10%

Module 1: 10%

Module 2: 10%

Module 3: 10%

Module 4: 10%

     2. For Empire destroyers:

Engine: 5%

Capacitor: 15%

Bridge: 10%

Module 1: 5%

Module 2: 5%

Module 3: 5%

Module 4: 5%

  • Destroyers will not be punished by the x2 explosive damage. Instead, if the destroyer loses its shield, the destroyer will suffer a x3 damage TO THE MODULESfrom all ships around 2000m for 10 seconds. (Think of it being a system overload for the shields being gone).

  • Destroyers that have their shields popped to 0 on their first time (with 120 second intervals), their shield explodes with a EMP that affects the destroyer itself and any other ships in 500m radius, for 1 second, and deals 1000 EM damage to anything on that radius, including the destroyer itself. Additionally, the destroyer will suffer a 10 second shield reboot: the destroyer will not be able to recharge shields IN ANY WAY for 10 seconds. 

  • Destroyers will be able to ram ships, dealing quite a damage proportional to the ship size (small ships get hit hard, eyes on that)

  • Destroyer that gets destroyed, is no longer available to the player. In short: destroyers will NOT respawn on PvP.

  • A destroyer that gets rammed by a ship flying at +2000 m/s will be destroyed.

  • Slotting destroyers only will NOT be allowed. The player will be prompted to slot a regular ship to one of the 3 or 4 slots available.

Now for the fun part: SHIP CLASS ENFORCEMENT. Each ship class to be ENCOURAGED to execute their role, and be rewarded well for doing it, and penalized if not.

(think of it as some in-match tasks/missions, that will be available on EVERY match) *task/mission rewards also affected by the +50% reward of premium license, as usual*

  • ECM will have to disrupt normal operations of 5 ships from any ship class, with any module meant to disrupt normal functions of the ships (including the special module). Disruption of destroyer functions to be rewarded double. Reward: 500 syn per ship disruption, 1000 syn if its a destroyer. Once 5/5, the player enters bonus mission: disruption of each ship afterwards will multiply the final reward of the previous task, +10%, and stacks up to 10 times. Example, player disrupted 3 normal ships, and 2 destroyers; mission reward = 2500 syn. Player disrupted 10 more ships, reward doubles (5000 syn total) *maximum syn earned for this mission is 10,000 syn*

  • RECON will have to locate 10 ships, and plant 5 spy drones onto ships or place 5 micro-locators, or a combination of both, as long as it sums up 5. Completion of this task will be rewarded with 2500 syn for locating 10/10 ships, and 2500 syn for placing 5/5 spy drones/micro-locators.  As a bonus, each Holo-ship that gets destroyed by someone will be rewarded with 500 syn.

  • COVERT OPS will have to kill at least 3 ships without dying. Completion of this task is rewarded with 2500 syn. As a bonus, destroying a full health ship in less than 30 seconds multiplies the reward by 25%, and can stack 4 times.

  • GUNSHIP will have to inflict 100,000 damage in the course of 1 minute; completion of the task is rewarded with 1000 syn. As a bonus, each ship destroyed multiplies the reward 100%, and the multiplier stacks up to 5 times.

  • TACKLER will have to destroy 5 interceptor class ships. Completion of this mission will be rewarded with 2500 syn. As a bonus mission, each ship debuffed with Target Painter or speed inhibiting modules (or missiles) will multiply the reward

  • COMMAND will have to use enhancement modules to buff allies, 10 times. Completion of this task is rewarded with 2500 syn. 

  • LRF will have to deal 200,000 damage from over 5000m. Reward for completion will be 2500 syn. As a bonus mission, each regular ship destroyed with a disintegrator or guided torpedo will  multiply the reward 25%, and stacks 4 times, but destroying a Destroyer will result on an instant bonus of 100%, once. (Bonus multiplier cap/limit for the main mission reward is 100%)

  • ENGINEER will have to restore 300,000 energy points, shield points and hull points to allies. Completion of this task will be rewarded with 3000 syn. As a bonus task, deploying repair stations, recharge stations, shield barriers, or warp gates, will add 500 syn to the reward, until it reaches 5000 syn in total.

  • GUARD ships will have to earn a “Resistant” medal (receive 200% damage of your total health), or destroy 15 missiles in the course of one battle. Completion of one of these tasks will be rewarded with 2500 syn. Earning “Bullet Sponge” medal, or destroying 30 missiles, gives another 2500 syn.

  • DESTROYERS will have to deal 750,000 damage, at any range, with any weapons they have. Completion of this task will be rewarded with 40% off on repair costs. As a bonus, destroyers that repair 50,000 hull points to allies with their Heavy Repair Drones, will receive and additional 10% off on repair costs. 

 

The point behind this whole thing, is not only to “balance” ships, but to make them useful on their respective roles. What do you guys think? 

 

53 minutes ago, millanbel said:

No.

 

15 minutes ago, Swifter43021 said:

Were you seriously forced to quote everything?

 

3 minutes ago, MightyHoot said:

Yes, you?

I gotta admit, it’s tempting.

 

35 minutes ago, Scarecrow_1 said:

… … …

What do you guys think? 

I find this greatly amusing.

Tried NY weapons, dess lovas didnt like that. Tried op alien stuff, nobody liked that. Lets try a new mechanic(still not a nerf) some say its fair others cry like a kid with dropped ice cream.

So now we try to fix ppl playing thier class properly. Thats the problem? Really? All the other classes in the game? ![:00:](<fileStore.core_Emoticons>/emoticons/00.png “:00:”)… ![:001:](<fileStore.core_Emoticons>/emoticons/001.png “:001:”)… ![:007_2:](<fileStore.core_Emoticons>/emoticons/007_2.png “:007_2:”)… ![:007_2:](<fileStore.core_Emoticons>/emoticons/007_2.png “:007_2:”)… ![:007_2:](<fileStore.core_Emoticons>/emoticons/007_2.png “:007_2:”) lel. Plus nobody cares bout syn, that would be the most minimal of incentive, more could be gained in game from doing half this stuff as it is, still going to get the shield engy, his buddies the thrusterless rock shooting lrf and the drone pooping edge of map tackler.

There are plenty of ppl still playing dess well, at least in T5. This week iv seen much more versatility in classes and them being played properly, but thats not what this is about at all

1 hour ago, Scarecrow_1 said:

I have thought about some of the complains of both sides, the ones that favor destroyers, and the ones that don’t.

No. Not even a little bit.

50 minutes ago, JCNB said:

So now we try to fix ppl playing thier class properly. Thats the problem? Really? All the other classes in the game? ![:00:](<fileStore.core_Emoticons>/emoticons/00.png “:00:”)… ![:001:](<fileStore.core_Emoticons>/emoticons/001.png “:001:”)… ![:007_2:](<fileStore.core_Emoticons>/emoticons/007_2.png “:007_2:”)… ![:007_2:](<fileStore.core_Emoticons>/emoticons/007_2.png “:007_2:”)… ![:007_2:](<fileStore.core_Emoticons>/emoticons/007_2.png “:007_2:”) lel

No, ignore that. It is not a fix, its about rewarding players who DO play their roles. Don’t have to be implemented, its just a lame idea, and reward can be changed for anything else. But when someone flies, lets say an Engineer frigate and put shield boosters, repair kits, and a heavy blaster… like rn?

54 minutes ago, JCNB said:

I find this greatly amusing.

Yeah I also felt amused when I killed 3 destroyers in less than 2 minutes… its like sinking the Yamato with a Colt 1911

1 hour ago, JCNB said:

Tried NY weapons, dess lovas didnt like that. Tried op alien stuff, nobody liked that. Lets try a new mechanic(still not a nerf) some say its fair others cry like a kid with dropped ice cream.

Because its noooonsense!! Not even logic to build a ship that big, with a long grind, and then finding out its useless :v 

2 hours ago, Scarecrow_1 said:

  • Destroyer that gets destroyed, is no longer available to the player. In short: destroyers will NOT respawn on PvP.

Plus, I am nerfing them in my post, if you read tho, you will notice, Im not nerfing their hitpoints, but their functionality as they take damage.

Destroy the Engines, and you will have speed problems, destroy the capacitor, and it lost his special capabilities; destroy the bridge and you will be left with a 80 second ‘white noise’ effect. Destroy the dessie modules and you cripple its firepower. Still not a nerf? Or Im dealing with salty people that couldn’t afford $20 to buy a dessie out? (or played events on the call) … 

 

A good warning with a critical state alarm on dessies would make it a blast dying too lol 

“Ship has gone critical! Everyone to the escape pods! Ship is- *static*” … a 5 second death animation where you see your ship blowing up slowly, and suddenly boom.

Resultado de imagen para explosion in space

31 minutes ago, Scarecrow_1 said:

A good warning with a critical state alarm on dessies would make it a blast dying too lol 

“Ship has gone critical! Everyone to the escape pods! Ship is- *static*” … a 5 second death animation where you see your ship blowing up slowly, and suddenly boom.

Resultado de imagen para explosion in space

YAAAAAAAAAAS!!! I suggested new animations for everything a while ago. I’d love this.

 

 

Also when will my Swarm class of ships be added. And my Cargo Carrier ship class too for OS.

589bb8da40cd9_SCdessienerflogic.png.73d58e967d8b01d9569bcafbc37e93d4.jpg

57 minutes ago, Scarecrow_1 said:

589bb8da40cd9_SCdessienerflogic.png.73d58e967d8b01d9569bcafbc37e93d4.jpg

This ![:007_2:](<fileStore.core_Emoticons>/emoticons/007_2.png “:007_2:”)

16 hours ago, CinnamonFake said:

Destroyers will get some balancing one more time, on next patch. It will be delivered very soon ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”) 

I pray it will be a reasonable patch and not a patch to please our well known “1v1 a destroyer in an interceptor”  cry babies…

 

15 hours ago, g4borg said:

… with the basic rules like this, they can still invent close range protection abilities, you would have to sacrifice other abilities for, to make that superspeed supertanky blinking battleram some people miss …

…i am absolutely okay with 2.5x damage in 750m, and find, it is not a balancing problem at all…

The battleram mustn’tr be superfast, it could just be like Dart for a time period or have special module to kill a detroyer: in other times may be a support role like rocket launching platform or healer or damage taker (like Archelon) etc. we all have it but terribly distributed over varioous ships with little concept.

2.5x damage in 750m is a bad idea - interceptors should deal with othet ships and find their roles outside attacking a destroyer with a plasma blade: chances for them to be killed when near to destroyer should be 50% or less (they respawn fast anyways) in this way they should feel like kamikaze: if they dare to aproach a destroyer they serve their team.

 

10 hours ago, Scarecrow_1 said:

… Destroyers didnt need any nerfs, people where just dumb enough to think that they HAVE to 1v1 a ship that big. The moment they cannot kill them alone, they just cry and wish for nerfs, which is the noobiest thing ever. People seek balance but in the process of looking for it they just end up being stupid IMO: balance is not something you talk about when it comes to destroyers. Those ships ARE (supposed to be tho) durable, strong, with high firepower to take not only 2 or 3 ships down, but to take a nice beating. Now with this cry baby pleasing update, the people that supports this nonsense just so they can play their little paper planes with less chances to suck,  …

Wise words, true words! Couldn’t said it better!!

 

6 hours ago, Scarecrow_1 said:

… What do you guys think? 

Good things thought over! Thanx!

I like role encouragement: less pure-kill centred the battles better rewards for roles and assists, more lively and fun the game is.

Idea of Bridge Module slot : great!

Idea that dessy is hard to kill but will be blind and w/o energy, or radar if gotten incoming damage is great!

No dessy respawn can live with it, only when destroyers are steadfast and not easy prey to interceptors (plasma blade) (let the mosquito-ship players play with other toys ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”) eventually they will come over their allergy to destroyers).

 

1 hour ago, Scarecrow_1 said:

589bb8da40cd9_SCdessienerflogic.png.73d58e967d8b01d9569bcafbc37e93d4.jpg

Joke of the season!! ![:007_2:](<fileStore.core_Emoticons>/emoticons/007_2.png “:007_2:”) ![:005j:](<fileStore.core_Emoticons>/emoticons/005j.png “:005j:”) ![:fed_lol:](<fileStore.core_Emoticons>/emoticons/fed_lol.png “:fed_lol:”) (here: Ellydium lol)

 

17 hours ago, Coldjaguar said:

… 3x damage when inside 750m is not very well thought. If you decided to apply correctly, weapons should not get a bonus because they are closer to a target.

* Why not using the weapon spread: the bigger the target (like dessy), the more effective weapon spread remains effective  over distance and punches out more damage to bigger target (less to smaller target)

* Remove the 750m danger zone with 3x the damage to destroyers, remove the 3x damage to destroyer modules!!!

* Like rock-paper-cisors (each counters another) let each faction’s destroyer be vulnerable to a certain module or weapon of one other faction’s destroyer so we would have a counter measure against beacon denial destroyers

* 4 + 1 add a special pier/dock/slot only for destroyers (even for PvP battle no other ship can be placed/docked there) with special values etc for MatchMaker and respawn mechanic etc.pp.

 

16 hours ago, CinnamonFake said:

Destroyers will get some balancing one more time, on next patch. It will be delivered very soon ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”) 

 

5814b1a8e358f_HolyCinnamonFake.png.53143b7ac039585d0aeb0a68384789be.png

Nerf all destroyer weaponry and active damage outputting modules :

* micro black holes distance > shorter

*black holes less damage and pull

* dessy sniper gun fires slow moving rounds over long distances (faster ones only over near distances w( less dmg.) = sniper of other destroyers not sniper of other smaller ships.

* give energy router the “repair crew” repairing modules (switching through. (or a special “bridge slot” w/ repair/radar/auto-canon/anti-measures)

* limit certain destr. weapons/modules to a certain faction : to create more variable builds : like black-holes to slow Empire destroyer, anti-inty flack to Federation destr., and anti frigate em-mortars to jericho…

 

Dessy weapon and module are fine no need to change anything here, except for some that actually need more power to make them useful(isotope harvester, combat drone type A)

2 hours ago, EndeavSTEEL said:

Dessy weapon and module are fine no need to change anything here, except for some that actually need more power to make them useful(isotope harvester, combat drone type A)

Isotope Harvester deals quite a good damage to any ship… not enough to reload a destroyer shield.  Extending its range to 5000m should do it. To increase dmg dealt on this one, it’ll just need to sslow down the sphere, nothing more.

In case you meant the Hybrid Missile, would definitely help to just extend its range to 5000m and make it a double click: first click to shoot it, second click to detonate. We all know once it detonates it releases a drone so, yeah.

way to go on the destroyer nerf devs. Grats to effectively removing them from the game. 150 desroyer kill mission will take weeks.

Really, this is not soley a destroyer problem: implement shiny new stuff, that is op as hell, everybody whines about it: nerf it to the ground, nobody wants to fly it. Then buff it back.

Maybe be more carefull with how you implement new concepts? Looking at the alien ship Tharga. Will probably go the same as mentioned above.

Suggestions for destroyers:

-remove long spawn timers after death and huge repair costs. Since they’re easily killable now.

-remove the buffed module  damage under 750 m, keep this buff for main weapons only and missiles (exclude cov. ops nuke). A cov ops should not be able to one shot a destroyer.

-even out those missions for killing ships. Don’t bash on destroyers the whole time. No use for such missions when nobody flys them.

And finally, hammer nerf the alien ship. this thing is literally a fun sucking leech to the game… Paired with some op players, you literally lose every ounce of fun in the game… refer to mass disconnects… Balancing for skill is always a problem, a solution would be to make the battles alot bigger with more players. Something like 50v50. Matches will be less depending on the skills of a single pilot.

 

 

23 minutes ago, X_Xharis said:

Finally, hammer nerf the alien ship. this thing is literally a fun sucking leech to the game… Paired with some op players, you literally lose every ounce of fun in the game… refer to mass disconnects… Balancing for skill is always a problem, a solution would be to make the battles alot bigger with more players. Something like 50v50 xD.

 

If you can even have time to disconnect, yeah ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”) 

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