What's OP, and what isn't?

How is it less than 10k?

Aliens? Actually I found a way to make it hit 10k though, you need F6, ER10, FR11 and F/E R14 implants (the latter fully activated), and then fit supernova RFB, Iridium Heatsink, and Infrared Scanner x2.

At least I think so, don’t have a maxed out Wakizashi and my grasp on the overheat ship bonus formula was always weak. :stuck_out_tongue:

Well i didnt count overheat, since RFB can shoot for full Orion duration, so you have 5 seconds of pure pew pew

Well i didnt count overheat, since RFB can shoot for full Orion duration, so you have 5 seconds of pure pew pew

oh right, brain xxxx. xD

edit: lawl, the words that these forums filter, impressive

Am I the only one who think that the Wakizashi R with the White Noise Jammer is much more interresting than with a Plasma Arc?

Am I the only one who think that the Wakizashi R with the White Noise Jammer is much more interresting than with a Plasma Arc?

White noize is affected by Proton walls and J2 impalnt, so no

i mean yes, you are probably the only one :slight_smile:

Proton wall is for the weaks !

Jeri R2 too ! (If they change the 20% for a 30% (for the spread reduction) I will be okay)

You do no dmg when you are dead or when you are disabled…

I rarely care about those in Random PvP though, but for sec con you gotta have those aganst squads

You do no dmg when you are dead or when you are disabled…

I think that was his point when fitting the White Noise Jammer…

I think that was his point when fitting the White Noise Jammer…

Nearly what I was thinking.

 

The white noise is also interesting if you want to disrupt a Secondary Target. (17.2 sec for a Mk4 on the Wakizashi R).

It’s super interresting against ECM/Tackler, especially when Match Ups are not in your favor.

I don’t dislike cov ops role, they should do what they do, but they just do too much freaking damage.  There is no way a ship that small should be able to kill fighters and engies as fast as they do (intys too if they have good aim).  Think about players that play those classes, they can’t do anything against it because they are dead before they can react.  All you have to do is sneak up while they are preoccupied with the rest of your team and instantly destroy you.  

 

The class does take alot of skill to fly, I’m not arguing that, but they get to kill to easily with their dps that dwarfs the gunsip’s dps. The counters to cov ops have to be extremely good pilots and save themselves just so they can fight the cov ops.   Spawning in in your command ship after getting into the battle and trying to reach the rest of your squad in sector conquest only to get instantly melted by a cov ops waiting and spawn killing is absolutely stupid.  Same thing in an engineer and any other ship.  

Also, white noise on a tackler and what good are they?

No cov ops is defiantly OP.  Did you miss the part where I said they can do 10k+ dps with guns alone?

 

with 0 resist on the enemy ship

White noize effectiveness is much smaller than you are making it look like:

A) Majority of Mobile ship pilots will have J2 implant, and majority of “better” interceptors, and gunships will have Proton wall on top of that (cutting your white noize to less than 9 seconds)

B) Lion Mk2 has 8000 inhibitor application, better ones will have Slow Beams, whitenoize will not disable applied debuffs.

C) Amount of Lazors

D) Hitting frigates and fighters in any ship, pretty much with any weapons is still doable

E) Majority of the encounters between “good” teams will last much longer than duration of white noize

F) Cov Op is not a disabler, CovOp is a DD, trading plasma arc for whitenoize will diminish your ability to kill key targets by tremendous amount. Leave disabling for ECM and tacklers. You can build a CovOp as anti inty ship, but in that case you might as well fly an ECM

G) WN is only truly useful against ECMs, but your own ECMs do the trick as good and still useful against all other classes.

Average Em hull resistance~50%, does 5000 dps instead of 10k dps.  Empire fighters are dead in 2 seconds, engineers dead in 4 seconds.  This is just with guns.  Add piercing missiles and the other arsenal of the cov ops weapons.

swapped to pulse lasers recently so white noise, ir pulsar and adaptive camo have no effect anymore :smiley:

Average Em hull resistance~50%, does 5000 dps instead of 10k dps.  Empire fighters are dead in 2 seconds, engineers dead in 4 seconds.  This is just with guns.  Add piercing missiles and the other arsenal of the cov ops weapons.

 

the 10k dps is easiest to hit in t5, in other tiers it is not as high (plus rf blaster is not good vs any half decent inty pilot using laser or shrapnel)

T4s might not have as much dps, but they have the aimbot.  That + lasers on a cov ops will decimate any inty out there XD

I don’t dislike cov ops role, they should do what they do, but they just do too much freaking damage.  There is no way a ship that small should be able to kill fighters and engies as fast as they do (intys too if they have good aim).  Think about players that play those classes, they can’t do anything against it because they are dead before they can react.  All you have to do is sneak up while they are preoccupied with the rest of your team and instantly destroy you.  

 

The class does take alot of skill to fly, I’m not arguing that, but they get to kill to easily with their dps that dwarfs the gunsip’s dps. The counters to cov ops have to be extremely good pilots and save themselves just so they can fight the cov ops.   Spawning in in your command ship after getting into the battle and trying to reach the rest of your squad in sector conquest only to get instantly melted by a cov ops waiting and spawn killing is absolutely stupid.  Same thing in an engineer and any other ship.

Fact #1 CovOps are dangerous

Fact #2 CovOps have plenty of different counters

 

Result = If enemy has covOp and your team doesn’t execute the counter, it is your teams problem

If CovOp is ignoring the fight to sneak up on your Engineer i don’t see why cant you “save up” someone that makes sure to prevent that via w/e meanings

Most effective way to deal with covop is share responsibility and get in the habit of team play 

  • scouting

  • understanding what enemy has at any time frame on the map

  • quickly reviewing enemy lineup to correlate what build it uses and be prepared

  • self awareness at who is where on the map and where you are at, and should you be there

  • correlate your and your teammates active modules to who is on enemy side and should you be saving up any of them for w/e reason

  • track friendly and enemy important cooldowns

  • and simply sharing info between teammates via voice comm goes long way.

 

Obviously we are not robots and executing everything (this list is very very long) every single time is impossible, but how well you can repeatedly execute these protocols distinguish good teams vs terrible teams.

Want an easy counter to covops killing your engineers: 

a) get an engineer with energy aura

b) take an ECM with energy drain missiles

c) keep your eyes open

d) blow energy drain field around your engineer (friendly targets will be compensated with aura, enemies most likely will be outside of effect of their energy aura) guns blazing cov op will have no energy to activate more than 1 module.

 

Of Course there are ways to go around it, bet that is a beauty of this game counters to counters to counter other counters

Everything you said is correct xKostyan, except that the counters for cov ops can’t prevent a strike from one of them.  When a cov ops or two comes in stealthed and instantly kills your engineer, command, or other important ship in SECONDS you can’t react.  That is the point.  By the time you realize where they are, turn your guns and fire your weapons, the ship will be dead before your projectile even reaches the cov ops.  Then, the cov ops will then run like hell before most anything can snare it, and since they are the fastest ships in the game, they often get away no problem.  White noise any tacklers in the group before your strike and boom, easy kill.

 

The tankiest ships in the game die in seconds to these things.  Something is very wrong with that.  You can’t dodge in tanky ships, you have to take it, and a few seconds isn’t long at all.