FORUMS


"Fixing" EM on Arty Cruisers, Choices and Cooldowns.



Posted: //
May 31, 2018, 7:50 p.m.



Simply put, it's broken that a Moromez or Onegar can sit 4km from a group of ships yet never be hit. Yet by the same point, It isn't right to just make something uselessly bad, like AS.

So one the one hand, if they had a 6 seconds at T4 and a 2-uses 8 Seconds CD one at T5 with a 2 secons 'internal' timer, things could be more fair. (perhaps have it go 30% further when used?) One should not be untouchable 100% in an arty at 4km back from foes due only to Projectile Speeds eh, if focused on using ONLY the module... that close.

6seconds with a 30% increase in travel distance would allow time at such close ranges for shots to reach after use, but to still evade shots coming in already that were coming in from at range, but to then also need to MOVE some too.

Another Idea: 8 to 12 sec CD 'Directional Evasive Manuvers', that goes x3 further in 'any' direction but up. Such EM goes sideways per what direction was held last or is being held, DEM has more Cooldown to go much further in any direction but for "up." (or even that if wanted, but meh)

It would be nice to be able to get that 1.5km further back at times quickly, eh? (Or back down below a ridge lip)

Either way, EM like DM and the 'Storm-Drain'+Reboot things needs addressed. I'd just rather it also be in a way that also makes them "Better" situationally so stay fun to use.


"Glory to the Truth, amen." (>_< '7


Posted: //
May 31, 2018, 7:55 p.m.



DreadgeNought#5815 posted (#post-221696) said:

Simply put, it's broken that a Moromez or Onegar can sit 4km from a group of ships yet never be hit. Yet by the same point, It isn't right to just make something uselessly bad, like AS.

Sorry but no, Thats a skill problem, not a module problem. Disruptor pulse/missile and free kill, drain and burst works too.


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Posted: //
May 31, 2018, 9:27 p.m.



I feel arties are well balanced, they can shoot from far away, which is suppose to be their role but the trade off is that they have a paper thin tank. I don't feel they need to be nerfed or made better. On this I have to agree with Belial.


Posted: //
May 31, 2018, 10:16 p.m.



Dreadnought is a game in which a lot of very strong things balance each other out. Art's need the 7k range to protect themselves from strom; storm needs the damage to be able to hit thru the constant healing of tacs, and tacs have all the heals and shields it needs to negate a arty from afar.

Before complaining about anything being OP, you should TRY them out. Most of the time you will find out that they are actually vulnerable against one thing or another.

AS wad nerfed not so much because it's OP but rather it was really annoying to play against.


Posted: //
May 31, 2018, 11:33 p.m.



I'm going to have to agree with Brother Belial here, if what you're doing isn't working try something else one tactic won't work in every situation.

Majority of Arty Cruisers use anti missile counter measures so try using nukes or tarturus and then warping on top of them if palying a Dread, if you're a Destroyer try disruptor or weapon breaker missile then use evasive maneuver or thrust amplifier to close the distance so you can ram them, use your flak turrets or circle around them so they can't use their main gun on you.

Corvettes can use disruptor pulse and drain torpedoes, assault blink warp and heavy torpedo or salvo, offensive Tac cruisers can use Arty pods to put pressure on the sniper.

The point is there is a counter to everything you just have to find it don't expect one loadout to be effective against everyone all the time, see what other players are doing to counter the problem you can learn a lot about this game from watching other players and how they use their loadouts.


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


Posted: //
June 1, 2018, 3:59 p.m.



There is a difference between something being "OP," and pointing out when a thing is 'Broken.'

(like the "Storm-Drain" + Reboot thing, eh) I have all 3 lines of arty up to T4, and know how EM works.

Yes there are "Counters," but there must also be Balance. I get by just fine w/o EM on my Light and Medium.... and with Engine Rigger on a Heavy + a 6 seconds CD would also still do just fine, such one needs use it right,

Such there are made maybe 3 'stages' of rechargable CD times...?

Hard to say. Main thing being to Move Further but then "Stays" Longer . . . Fine for at 6 km back, but not at 3 to 4, tough call as again only affectively matters if the user is Mod/Bot levels of oddly good with it.

(and yes, EM don't work vs Tac Cruiser beams, eh)


"Glory to the Truth, amen." (>_< '7


Posted: //
June 1, 2018, 4:31 p.m.


Updated //
June 1, 2018, 4:34 p.m.

There is balance. Having EM on your art dose not mean you can beat everything. It Just means you can beat ships that have no counter for it. Like a host of other modules have counters to them. Drain has energy gen as a counter, stasis/scramble has scrubber module, not forgetting some OB's are also counter to modules.

Ships are quite balanced imo. The game is balanced around the idea that any ship can beat another 1v1 as long as they have the right build for that situation. There is no "one build to rule them all." Nor should there be.

You also seem to be the only person who thinks EM is broke.


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Posted: //
June 2, 2018, 2:38 a.m.



Brother Belial#4215 posted (#post-221810) said:

There is balance. Having EM on your art dose not mean you can beat everything. It Just means you can beat ships that have no counter for it. Like a host of other modules have counters to them. Drain has energy gen as a counter, stasis/scramble has scrubber module, not forgetting some OB's are also counter to modules.

Ships are quite balanced imo. The game is balanced around the idea that any ship can beat another 1v1 as long as they have the right build for that situation. There is no "one build to rule them all." Nor should there be.

You also seem to be the only person who thinks EM is broke.

It helps to know what "Broken" means. though in part said: where or when there is no 'counter' to it.

Or so abouts..... and no. The game is not per say based aournd "any ship vs another 1v1 can always win," but it's not w/o being far off the mark either such to say . . . "one can make strats that allows them to beat other players in other ships if they do it right,"

Such there are no Ships nor "Abilities" for which there are not some kinds of counters in a basic point. Like again, having a 6 seconds CD vs a 4 seconds CD on medium / heavy arty, esp the medium ones. Still plenty good but not "Game Breaking" where a SPECIFIC 'Counter' ability is Required else even infinite "Player Skill" does nothing. (no matter how well you place your shots, if an arty can just EM away repeatedly at 4km into your 7km ranged guns.)

Still plenty good and can protect a ship when at Proper ranges of Arty Use in that way, 5 or 6 km back,

but not immune to all basic return fire as close as 4km up and less.

Such if one wants to sit 3.5km up to a fight in an Arty Cruiser, one needs to use the "Right" gear for it: Armor Amp or Dive, etc... or Cloak then run/hide. One should NOT be able to be 3.5km from ships with 7km guns and be immune to return fire due simply to Projectile Speeds, if no one is using the required counter Modules that are still not enough. XD

By all means let it work 6km back or even 5.5km but 3.5km to 4.5km is just broken, where CD ends sooner than the Projectiles Time of Travel after repositioning.

Sure it "can be beat" if using SPECIFIC Ships and SPECIFIC Modules on Specific Ships, to a point.... but to be so absolute at that close in, is broken. - again "Broken: def, When or Where there Are No effecive Counters in any way in normal play, under absurdly foe favoring ways."

Like Again, Medium or Heavy Arty sitting 3.5km to 4.5km back within the range of 7km ranged 'sniper' guns with a CD faster than the Projectiles Time of Trave, THAT close in.

*(also "other valid picks" for abilities, such if Armor Amp lasted 4 seconds rather than 2 for a 12 second CD)


"Glory to the Truth, amen." (>_< '7


Posted: //
June 2, 2018, 3:20 a.m.



Agin, not broke, the game is balanced arund 1v1. You are trying to make personal opinion sound like fact when you are the only person who thinks EM is broke.


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Posted: //
June 2, 2018, 4:18 a.m.


Updated //
June 2, 2018, 4:21 a.m.

Brother Belial#4215 posted (#post-221849) said:

Agin, not broke, the game is balanced arund 1v1. You are trying to make personal opinion sound like fact when you are the only person who thinks EM is broke.

Fact: an Arty like Morometz can sit 4km away from a Vigo with 7km range main guns, same for AV Dreds and the Bludd line of DDs, and by the time at 4.5km the projectiles reach them their CD for EM is off and the fired projectiles before hand miss, with again the next volleys not reacting before the 4 seconds CD is over to speak of.... etc, So no matter how good you are at shooting such if you push closer you get killed by their allies and if focus fire on them they can just spam EM, esp if using Retaliator.

*and if you don't have the "Right" thing with other things being bugged, with a team of rooted Blueberries . . . it gets to be an issue.

BUUUUUUUUUUUUUUT then again by that Same Issue...................., having more ships than the one wanting to be used / having a good "B Build." (and that Retaliator could still stop a longer CD from working again so such, oh well. I Guess?)

Hmm....... I guess it's "better" at 4 seconds for a basic version. . . so those w/o Retaliator can still use it for Utility. Meh, still sucks getting BlueBalled by Blueberries for Teams when "that arty" doesn't get shot down 4km away,

[still, anyone have ideas to make it less cheap + more fun both? Like the 8 seconds longer moving any 4-ways direction moving idea?] as alternatives while keeping the normal version for now. This will change, so may aswell theory craft...

Question: how would Hold Both Directions + Use = Move Backwards work?


"Glory to the Truth, amen." (>_< '7

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