FORUMS


Gameplay Mechanics / Content / UI Improvements.



Posted: //
July 18, 2017, 7:14 p.m.



Submit any gameplay mechanics or UI improvements or ideas. That includes topics on game balance. Also ideas for new content or ways to improve the current content. That includes accessibility, variety, rarity.


Posted: //
July 19, 2017, 8:28 p.m.


Updated //
July 19, 2017, 9:02 p.m.

As an avid artillery cruiser captain... Siege mode on the heavy class cruiser (even somewhat so on some mid class) ... Is useless. In my experience it has literally reduced overall damage output at the cost of a full energy bar and no movement.

On the light class artillery cruisers, it is a beast....but the heavier weights just do not fire fast enough and their normal rounds too high damage to make much to any use of it, as it doesn't multiply damage... It has fixed damage... Just adds splash.

Honestly it can at times be seen as detrimental to use it on the heavy class artillery cruisers


Posted: //
July 20, 2017, 9:57 a.m.



I wouldn't completely discount the utility of that splash damage; I've been creamed a few times by that splash when I was a tactical cruiser when one of the teammates I'm healing (while flying close to the teammate) was hit with siege mode.


Posted: //
July 20, 2017, 5:41 p.m.



This is an awesome thread guys, kudos! We'll keep checking back on this. smile


Having any issues and need some assistance? Our support team would be more than happy to help! You can reach out to them here!

Miguel "MiguelItUp" Rial - Six Foot Player Relations Specialist


Posted: //
July 20, 2017, 7:26 p.m.



Lando Calrissian#2323 posted (#post-128672)

I wouldn't completely discount the utility of that splash damage; I've been creamed a few times by that splash when I was a tactical cruiser when one of the teammates I'm healing (while flying close to the teammate) was hit with siege mode.

Im not saying the splash isn't handy... I'm saying it's not even near close enough to compensate the literal reduction in direct hit damage, stoppage of movement... And full drain of energy... The worst part is the heavy artillery cruisers reload speed cannot fire all available rounds of siege mode... Its usually about 3 max... Out of 6-8...so that max damage is usually halved...then the upgrades to it only add rounds... That the heavy artillery cruiser can't even fire. The splash becomes the ONLY marginal, heavily situational use...

As I said... For the light artillery cruiser it makes perfect sense... It is an increase in damage... Gains splash... And they fire fast enough to get all rounds off before full energy drain or the 6 seconds are up.

It's a broken module for heavy artillery cruisers. And it's the default for all of them I think...


Posted: //
July 20, 2017, 7:42 p.m.



This wouldn't be as large of a problem if all the heavy artillery cruisers didn't go back to default on match ship selection... Not allowing me to use anything BUT siege mode. It even downgrades any upgraded modules down to their base for the ship...


Posted: //
July 24, 2017, 7:10 p.m.



Could palos line possibly get access to tier two modules?


Posted: //
Aug. 1, 2017, 1:18 a.m.



hmm i have realized palos specifically gets access to t2 beam amp, but upon upgrading to a higher module tier you lose access to the lower, previous tier. could use of t2 beam amp be provided to higher tier ships despite having upgraded to a higher module tier?


Posted: //
Aug. 6, 2017, 10:19 a.m.



Sarinoth#1880 posted (#post-128642)

As an avid artillery cruiser captain... Siege mode on the heavy class cruiser (even somewhat so on some mid class) ... Is useless. In my experience it has literally reduced overall damage output at the cost of a full energy bar and no movement.

On the light class artillery cruisers, it is a beast....but the heavier weights just do not fire fast enough and their normal rounds too high damage to make much to any use of it, as it doesn't multiply damage... It has fixed damage... Just adds splash.

Honestly it can at times be seen as detrimental to use it on the heavy class artillery cruisers

Wholeheartedly agree. Started off the open beta playing Artillery Cruisers for about a week and then had to shift to destroyer to unlock the Jupiter Arms heavy Artillery Cruiser, Ballista. The siege mode on that thing usually only lets me blast off 2 shots, as opposed to 3 or 4 with the T1 vessels from the other factions. Overall, I feel like the T3 heavy artillery cruiser (Jupiter Arms, Ballista) is inferior in every way compared to the T1 vessels from the other factions. It's slower, less maneuvrable, and according to the stats, does either the same or less damage than the T2 ships and has a higher reload time. Can anybody confirm this or shed some light on it? Thanks

Closed