What's OP, and what isn't?

Keep it within topic, please. You can start another one if you wish.

Keep it within topic, please. You can start another one if you wish.

Apologies, you are right. It’s what we do though. Besides this thread is a discussion thread in the Invasion CBT suggestions forum, so you were off-topic from the start anyway. :crazy:

But in an effort to get back to your topic, I basically agree with what residente listed. If you want more you can add shield tanking, or more specifically:

  • Galvanized Armor, because there is no equivalent module for shield tanking

  • Parasitic Remodulator, because there is no equivalent module that affects hull regardless of resistances

  • Armadillo implant, because it only affects hull

Also Gigas II is OP in T3 (in higher tiers it’s not because everybody has it).

Tackler IB is too strong for no cooldown permanent disable of forward adaptive shield tanks. Even guards have a cooldown on that these days.

Disintegrator is OP for not being explosion damage and thus being unaffected by Armadillo implant.

Bots with lasers are OP, in particular in open space.

Crafted ammo is OP, but that’s by design to make you grind it.

 

I’m also OP.

Keep it within topic, please. You can start another one if you wish.

you really have no idea what this English Star Conflict forum is all about…

Plus, what is OP / UP in invasion is as much about the mode as the modules. In Invasion EM scattering field is so OP it breaks the mode. CovOps Cloak and Tackler Camo is fine; everything else is totally underpowered.

But that doesn’t mean I want every module and weapon bugged; it means the mode hasn’t been balanced properly, if at all. AI ships need to be weaker and they need to be able to see through an EM field.

Just listing what’s broken without discussing why gets us nowhere.

Just listing what’s broken without discussing why gets us nowhere.

Indeed. I might need to rethink both the position and content of this thread… If someone higher-up could move it to a better place, I would be very thankful.

Want to know something that is ungodly Overpowered?  Covert Ops.

 

They can easily do over 10,000 dps with their absurd critical chance and the Orion module in higher tiers.  Add the plasma arc, plasma web, and rapid fire missiles and you can kill any target on the field with complete ease before they have time to react.  Maybe just strip the shields off of a guard and leave its hull open and bare.  These cheap ships need to be nerfed ASAP.  A 25k resist survivability ship (with diffusion shield active) should not be able to be killed in 1 second from one of these ships that can sneak up on anyone because they can go off radar.  Why on earth did the Game Devs think it was fair to give that much damage to a single interceptor? 

 

Besides the fact that these ships do insane amounts of damage and can face melt anything in the game, covert ops also have the ability to “cloak” (go off radar), Make it so you can’t lock anything for several seconds, de-cloak anything with plasma web (tacklers are easy kills), and are the fastest ships in the game with most of the falcons hitting 700 m/s no problem.  

 

Because they are so fast and can cloak, they can zip in, kill a ship, and zip out without anything that can catch them.  They do this over and over with engie support ensuring that they can’t be killed.  The only way to effectively stop this is with an EM torpedo to the face (doesn’t always work either).  In the hands of adequate pilots, these ships are impossible to beat.  Want to use an ECM?  Won’t work because cov ops have generous cpu slots and if the pilot isn’t brain dead they will have a proton wall.  Want to use a tackler?  Lol yeah right, I could sneeze on a tackler and it would blow up.  Guard with pulsar and engine inhibitors?  We will just wait till their modules are used and then kill him.  Cov ops vs Cov ops?  Great now everybody is flying the broken ships.  

Want to know something that is ungodly Overpowered?  Covert Ops.

 

They can easily do over 10,000 dps with their absurd critical chance and the Orion module in higher tiers.  Add the plasma arc, plasma web, and rapid fire missiles and you can kill any target on the field with complete ease before they have time to react.  Maybe just strip the shields off of a guard and leave its hull open and bare.  These cheap ships need to be nerfed ASAP.  A 25k resist survivability ship (with diffusion shield active) should not be able to be killed in 1 second from one of these ships that can sneak up on anyone because they can go off radar.  Why on earth did the Game Devs think it was fair to give that much damage to a single interceptor? 

 

Besides the fact that these ships do insane amounts of damage and can face melt anything in the game, covert ops also have the ability to “cloak” (go off radar), Make it so you can’t lock anything for several seconds, de-cloak anything with plasma web (tacklers are easy kills), and are the fastest ships in the game with most of the falcons hitting 700 m/s no problem.  

 

Because they are so fast and can cloak, they can zip in, kill a ship, and zip out without anything that can catch them.  They do this over and over with engie support ensuring that they can’t be killed.  The only way to effectively stop this is with an EM torpedo to the face (doesn’t always work either).  In the hands of adequate pilots, these ships are impossible to beat.  Want to use an ECM?  Won’t work because cov ops have generous cpu slots and if the pilot isn’t brain dead they will have a proton wall.  Want to use a tackler?  Lol yeah right, I could sneeze on a tackler and it would blow up.  Guard with pulsar and engine inhibitors?  We will just wait till their modules are used and then kill him.  Cov ops vs Cov ops?  Great now everybody is flying the broken ships.  

 

They are high damage dealers, and they are easy to kill. What you say that most of them hit 700 m/s is a lie. If they do, they are using a lot of speed modules, leaving the ship with no survivability/rotation/energy regen. They can cloak but you can counter it with a Recon.

 

Honestly I want more people playing them, it’s way easier to get kills against them than against properly fitted Guards, ECMs or Gunships.

energy drain on an ecm is OP, especially at t5 (if proton wall affected it like the other ecm modules it would be more balanced in my opinion). also engine inhibitor (i think is the name) on a tackler is a little OP because it has no cool down. also not really anything to do with modules but i am seeing a lot of frig-balls appearing again, makes me a sad panda. almost every team battle/combat recon 75% of each team is a weird guard/engi/lrf orgy. maybe 1/3rd of all other game modes the same thing is happening. the only place I am not seeing this is in sector conquest

They are high damage dealers, and they are easy to kill. What you say that most of them hit 700 m/s is a lie. If they do, they are using a lot of speed modules, leaving the ship with no survivability/rotation/energy regen. They can cloak but you can counter it with a Recon.

 

Honestly I want more people playing them, it’s way easier to get kills against them than against properly fitted Guards, ECMs or Gunships.

 

It’s not so much their survivability that is a problem imo - they are somewhat easier to kill than other inties, yes - it’s just the sheer amount of firepower they have.  That a cov ops can kill a fully kitted out Naga with all module green + actives and some passives purple in three seconds, without even overheating seems ridiculously OP to me.

 

Maybe increase energy usage of all modules drastically, so not all can be used at the same time, or else nerf the Orion?  Orion could for example also increase overheating.

 

Also, yes it’s called Covert Ops, so should be stealthy, but that should be at the cost of DPS.  It should not be a stealth gunship!  It should be stealth OR gunship!  Imagine a Lightbringer that could go off radar?

 

(and I’m not even going to get started on the 10 second locking system failure module, which should be on ECMs and not cov ops…)

 

To summarise, the ship role really needs to be rethought…

It’s not so much their survivability that is a problem imo - they are somewhat easier to kill than other inties, yes - it’s just the sheer amount of firepower they have.  That a cov ops can kill a fully kitted out Naga with all module green + actives and some passives purple in three seconds, without even overheating seems ridiculously OP to me.

 

Maybe that Naga player should reconsider his build or his positioning. If your Naga dies in 3 seconds against a CO you should reconsider a lot of stuff.

Every ship has another ship that can counter it. Usually more than one, actually. This is a game FACT and will never change. Stop bitching about OP ships just because you get killed a few times.

(and I’m not even going to get started on the 10 second locking system failure module, which should be on ECMs and not cov ops…)

 

you’re kidding right? because all the ecm needs is to be even more annoying?

do you fly covert ops much?

doesn’t sound like it. never think of anything to be OP, if you don’t use it.

 

Tackler IB is too strong for no cooldown permanent disable of forward adaptive shield tanks. Even guards have a cooldown on that these days.

Disintegrator is OP for not being explosion damage and thus being unaffected by Armadillo implant.

I’m also OP.

 

agree with most of ur points.

 

i dont know about the IB - maybe it should not stack too much if you get hit by multiple ones, and have an even lesser effect if out of optimal range, but damagewise its pretty balanced - at least in T3 - double katanas (katana-s&katana-ae) is actually really viable, but alone… 

 

agree about the disintegrators. never saw it this way. not really using armadillo however.

 

 

Disintegrator is OP for not being explosion damage and thus being unaffected by Armadillo implant.  Low cooldown, Low energy consumption, High Damages, Modules Overscaling, No direct Counter, High Rate Of Fire, High Range

And I’m pretty sure I missed 1 or 2 more things.

No cov ops is defiantly OP.  Did you miss the part where I said they can do 10k+ dps with guns alone?  That’s way more than your gunship can do easily, and like mill said they can cloak as well.  So more dps than a gunship, can “cloak” (and outrun all recons except fed), and adaptive fit are fairly tanky as well.  Also, EM damage guns, Thermal plasma web/arc, rapid fire piercing missiles.  It can do all damage types with insane dps.  And maybe they don’t go 700, but they go damn near close to it.  The point was that nothing else is as fast as them, besides other equivalent cov ops.  It doesn’t matter if you bring a recon either, your allies will be dead before the cov ops even need to cloak.  

 

Honestly, the orion module should get a super nerf.  Have you seen that thing on a wakizashi R with the 20% effects bonus?  You die…Instantly.  That ship fits the roles of stealth, damage, and speed (for beacon capture).  No other ship in the game fits as many roles as that.  And trust me, they aren’t as squishy as you think (especially if they can survive the majority of your purple pulsar).

Again, I don’t want to sound rude, but if you don’t know how to counter them, that doesn’t mean they are overpowered. 

Seriously. Out of a good player that things are nothing. And good players can make any class strong.

Dude you are clearly not using CovOps yourself in Sec Con, you are making it look like they have all possible builds in the same time:

 

Just to name a few things

  • Adaptive ones will be flying at 500-550

  • Ones that fly at 600+ will not be able to properly dogfight/maneuver adn will have zero survivability, will get devastated as soon as they get in range of disables

  • In order to output its maximum dmg potential (plasma arc + orioned main guns) it MUST straighten up and kinda freeze in its track, it is most vulnerable at that state - use it for your advantage (btw, adaptives will shut off at that time as well)

  • They are not invisible, so get off your xxxx and keep monitoring what enemy has on the map and pay attention to where key targets are

  • There are Reacons with micro locators, strategically place those and covop get screwed mid way and won’t even make to your healer

  • Tacklers (especially with slow beams), just because you haven’t seen good ones, doesn’t mean they don’t exists, these guys ruin any mobile ships day 24/7 ([here are some mediocre plays by me in a Tackler](< base_url >/index.php?/topic/23166-video-xkostyan/) )

 

Yes Covop can output very high dmg, but in the same time it is very counterable and they pop like flies the moment they make a wrong call/move.

 

Best way to counter something is to learn how to fly that.

 

The only thing that i would agree upon is to nerf RFBlaster + supernova projectile speed slightly.

Adaptive tanked covops get countered hard by tacklers, ecm, guards, and recons with slowing missiles. Plasma arcing covops get countered hard by face torps. Covops are glass cannons (at least until they introduce empire covops xD).

Did you miss the part where I said they can do 10k+ dps with guns alone?

Not true.

Not true.

I think he ment under Orion counting in crits

I think he ment under Orion counting in crits

I realize that, but even if you build and implant a Wakizashi R purely for damage you won’t hit 10k even (with the main guns only).

Orion gives 180% dmg boost

RFBlaster + supernova is about 2800-2900 listed DPS

and 40%-50% crit (F6 implant obviously)

How is it less than 10k?