First of all, I'd like to start with some positive changes, because this patch does fix a lot of issues!
- New UI, awesome. Fontsize in the post-match lobby: too small
- New rectangle, looks good, functions really well it seems
- New Lobby, awesome, though it did bug out and I couldn't select my ship, but this is reported: https://www.youtube.com/watch?v=1la2MDJIYZk
- Dola seems more precisise, which is much desired
- Gravis accuracy went up
- It seems like I can heal shielded targets again, though trying to hit a corvette at 2~3km distance is still nearly impossible to do
But then there are a lot of issues that concern or disappoint me...
- Tanking points
- As points are no longer used as heavily for rewards, they are extremely low, but this is an issue under investigation. I'm curious why this wasn't caught during testing. If it was not present during testing, it might indicate a dangerous workflow issue.
- The way T3 is balanced is bluntly said: "dumb".
A bit more focus on the negative points:
As I've always said, yes there should be some of this, but not just added as extra. What's done? Just tanking points added as extra. Now dreadnoughts can finish with 2x as many points than the second player in ranks because it gets points for killing and tanking. Dreadnoughts have the capabability to score just as good as others when it comes to killing, especially in the current tank/stasis/missile salvo/healer meta. This patch simply gives tanks more reason to play in a healing blob, making fast ships even less useful. Even healers are not being top score anymore, with dreads having double(!) their scores in the matches I've seen. This while I'm playing a support Aion with energy missile and purge beam, gives me literally 0 points. I purged a target on my Aion for 100% to 0% health, I didn't even get an assist... So it's just 1 class that's extremely good at scoring points atm. I make sure my tanks have enough energy, they now get points for taking damage but I don't get points for helping them tank with energy.
I don't have words to describe how inconsistent T3 is right now. Examples:
- T1 arty: 7km
- T2 arty: 7km
- T3 arty: 7.7km
- T4 arty: 7km
- T5 arty: 7km
This makes literally 0 sense! Not only does T3 already have a massive firepower increase with power to weapons for arties, but now it can also keep backing up at 7.2km while pounding at anything trying to approach.
This shows for every single T3 ship from what I can tell. You play T2, everything is normal. Suddenly you get a big boost in ranges at T3, just to lose all of them at T4 again. This is not only inconsistent, but it gives a lower tier an unfair over higher tiers. The whole idea behind tiers is that if you're higher, you're stronger. If you don't want this imbalance, remove tiers (as I keep suggesting since shipyard 2.0 release). However, at this point, The majority of T3 ships with a full loadout, have an advantage over a stock T4 ship of the same class. They will do more damage at the same ranges (2.5~4km being the most engaged range), because the closer ranges got scaled upwards.
If this wasn't silly enough, the Gravis now actually has a better accuracy than it's successors, the Lorica (T4) and Invictus (T5). I've tried both the Gravis and Lorica and while the Lorica feels unchanged, you can definately feel more precision on the Gravis. If anything, the whole line should get the accuracy it had pre-shipyard, not just a slightly better accuracy at T3. On top of all this, T2 did not get boosted, but are kept in veteran, so they face an even harder challenge if they join.
Instead of breaking T3 with inconsistencies, either remove T3 or give them more modules. Balancing is a delicate issues and yet again, has been shown that the community should've been asked before making those changes.