Is Assault blink warp overpowered?

Posted: //
Feb. 6, 2018, 3:25 p.m.

Updated //
Feb. 6, 2018, 4 p.m.

Also sorry dark incendium but All the modules you listed their won't 1 shot anything but a onager/ balista (to the ram).

Everything else is massively mitigated by shields (and tbh the ram is too but the onager is just made of paper) Now sure if you get hit by one of those mods your gonna have a bad day but they all have passive or active counters.

Perhaps some sort of iinterdiction (Targeted or small area) could be nice? I.e interdiction pod or interdiction missile with long active and long cooldowns?

I know these are technically disruption mods but missiles are often to slow to hit a Corvette (Or just spiral around them) and the corvettes own disruption would usually win (as defensive party is often doing multiple things)

A pod still allows for heavy corvette attack but it would be a nice hard counter to ab

Posted: //
Feb. 6, 2018, 3:40 p.m.

Rams do ignore shields, and you can counter pulse, if you are fast enough, the pulses have a travel time.

Recruit Engineer

Posted: //
Feb. 6, 2018, 3:54 p.m.

Disruptor pod would make corvette, ramming destroyers and ju(mp)land unplayable.

Even an Onager has many ways to survive to assault blink warp: evasive maneuver, dive maneuver, armor amplifier, mines...With secondary loadouts coming soon you'll have even more counterplay. I think corvettes are pretty balanced overall, you just need to pay attention to your surroundings.

If you think something is overpowered, play it a couple of times and you'll often change your mind (or not cough tac cruisers cough).

TL;DR: delete tac cruisers.

Posted: //
Feb. 6, 2018, 4:24 p.m.

Nothing wrong with my facts @Dark_Incendium Go try and warp through someone at 1.6k, have at it. And ps4 or pc, it's still the same game, if for some minor changes. Purge beam does 10% of it's usual damage, not none. If you have issues hitting anything with a tac cruiser, ps4 or pc I question your abilities just a little, not to mention once the purge actually lands, they're incapable of moving nearly as much.

Detrimental effects from purge beam you say? Would you prefer death? It's far from incredibly dangerous. Unless your awareness is severely lacking, you have a 3800 range advantage before a corvette can really nail you with it's primaries. Use it.

If you're out of touch? I'm past if, personally. As someone who has been around since practically the start of closed beta, I might suggest you stop mouthing off, but hey, free speech And if you're not gonna take anything of what someone you disagree with says with a pinch of salt, why are you in a forum. Bad idea.

Most people tend to see a charging destroyer? Several matches in my vindi with 10-15+ kills say otherwise. And I'm not sure where you're going with nukes and catapults not being instant death. If they aren't, then ABW isn't either.

Finally, paragraphs, like above are a thing. Please try using them so I don't go blind

Posted: //
Feb. 6, 2018, 4:57 p.m.

Updated //
Feb. 6, 2018, 4:59 p.m.

get em Foo! @Dark_Incendium just to toss a little advice your way. Saying you've been here since the start of beta doesn't mean you know anything more than someone who's been playing a week. I played in closed beta too but took over a year off and came back about 2 months ago, so I know a ton too(see how the logic can be flawed)!(though I actually know a lot because I ask the right people questions) 2: LYB isn't our name, it's a clan name, though since you're on PS4 and behind the curve, i'll let that one slide, though it makes it really hard to know who exactly you're talking to. 3: LYB also has some of the longest standing communities members so it might not be a good idea to try and out-wit us on game knowledge. Back to you Foo.

Posted: //
Feb. 7, 2018, 12:50 p.m.

Well we've we said our pieces not much more any of us can do, it's up to the Developers what they do with this info/feedback. As for paragraphs trying to use this forum on the PS4 is a nightmare. I never said certain modules weren't instant death i was referring to the time you have to avoid it once said module is activated. My only real concern is that i've seen a lot of people rage quit and never comeback because they finally get a Tier 3 ship go into a Veteran match and just get picked on by people using Assault blink warp im not saying it happens with just Assault blink warp but i've seen an increase in players using it against the lower Tiers who have very little chance of countering it. I apologize if any of my previous messages were aggressive that wasn't my intention.

Doesn't matter how good you are, there's always someone better.

Posted: //
Feb. 7, 2018, 2:19 p.m.

Updated //
Feb. 7, 2018, 3:26 p.m.

Assault Blink Warp IV does 15000 damage (un-amped), an activation range (depends on size of targeted ship, including approximately 800 meters for Dreadnoughts and 1.4 km for skinny Artillery Cruisers, ignores energy shields, and has a cooldown of 25 seconds, allowing a theoretical maximum of 45000 damage (non-amped) every 75 seconds (so approximately 1 minute); of course, a player won't always be setup to use ABW as soon as the cooldown ends, so actual damage rate may vary.

Other modules that do similar damage

  • Heavy Torpedo - 10000 damage, 43 second cooldown
  • Torpedo Salvo - 12000 damage, 45 second cooldown
  • Note: These do not ignore shields
  • Blast Ram - 12500 damage, 30 second cooldown
  • Plasma Ram - 25000 damage, 30 second cooldown
  • Note: These Destroyer modules take longer to setup effectively compared to squirrely Corvettes
  • Light Missiles - 12000 damage, 40 second cooldown
  • Vulture Missiles - 18000 damage, 50 second cooldown
  • Note: These do not ignore shields

Examination of a few selected possible counters

  • Disruptor Autobeams - 1.5 km range (in next patch); effective, if module is not on cooldown
  • Stasis Autobeams - 1.5 km range (in next patch); effective, if Corvette does not have Afterburner, and module is not on cooldown
  • Light Proximety Mines - may be effective if used well
  • Scramber Mines - may be effective if used well
  • Stasis Pulse - 1.2 km range, 30 second cooldown on Dreadnoughts (20 second cooldown on ACs); only effective for Dreadnoughts if not on cooldown and Corvette does not have Afterburner
  • Blast Pulse (Tactical Cruiser) - 6000 damage, 1 km range, 38 second cooldown; meh
  • Disruptor Pulse - 1.2 km range; range too short to be dependable
  • Armor Amplifier (Artillery Cruiser) - 10 second cooldown; effective, if timed right and module is not on cooldown
  • Armor Amplifier (Dreadnought) - 30 second cooldown; effective, if timed right and module is not on cooldown
  • Armorbooster Pulse - 30 second cooldown; effective, if timed right and module is not on cooldown
  • Armored Lockdown - 60 second cooldown; effective, if timed right and module is not on cooldown
  • Stasis Beam - 50 second cooldown; effective, if can aim in time, Corvette does not have Afterburner, and module is not on cooldown
  • Purge Beam - 50 second cooldown; effective, if can aim in time and module is not on cooldown
  • Heavy Flak (Dreadnought) - 1.2 km range; won't do enough damage in time
  • Flak Turrets (Destroyer) - 800 m range; range too short to do enough damage in time
  • Light Flak (Artillery Cruiser) - 700 m range; range too short to do enough damage in time

Posted: //
Feb. 7, 2018, 4:48 p.m.

Guys, I see this problem spread out as too much. Still think this module is not OP. We can try to play fair games to the best we could. If you think I am exploiting a weakness, I'll not be playing this loadout against you. One doesn't want disruption, second doesn't like to be rammed, third doesn't like being warped, I hate salvos and the fact I can't disrupt armorbooster pulses, but those things are taking us out of our comfort zone and make us feel vulnerable. There are things to be adjusted and we'll have to find the proper approach for solutions, that will give us a better feel for fairplay. Attacks and bad selection of adjectives will bring us only bad experience and discomfort.

Vae Victis

Posted: //
Feb. 8, 2018, 11:45 a.m.

It isn't OP. Problem on PS4 is teams are 5 players s 8 on PC. That makes it more important to stick together to cover each other. With the proper co-operation within the team, incoming enemy corvettes rarely survive 15 seconds.

(I'm not a biased corvette player -- don't even play them much)

Posted: //
Feb. 12, 2018, 2:08 p.m.

Couldnt agree more. I can attest to D.I.s skill with several ships. While I consider myself subtop, I specialise myself in finding and killing ace Corvette players. I still have no decent answer to ABW unless I am in my tanky t4 dread.

Aside those ABW players and a handful of rėally good vette players most learn to stay clear of me. 10k sounds perfect

Dark_Incendium#2113 posted (#post-208857) said:

I've been here since the start of the Beta so i know my stuff, im a pretty decent player i can use every type of ship effectively most EU players can back me up on that but Assault blink warp needs to be toned down at Tier 4 it does 15,000 damage through shields which is enough to destroy several Tier 4 ships instantly not to mention the poor tier 2 and 3 players who decide to play Veteran and this is without the Module Amplifier briefing. Any corvette pilot with half a brain won't charge you head from across the map and moving up and down/strafing doesn't work in the middle of combat when you're pinned down, the only thing i can think of to fix this would be lower the tier 4 damage to 10,000 and tier 5 to 15,000 at least that way there would be a fair chance to counter/ survive it.