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Draggommer

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To be honest, this is something I could get behind. What I understand you are trying to argue for, is that upon buying battle bonus, the initial cooldown that you have exhausted doesn't just go away. It continues counting down so if you play another match in the mean time and use your paid battle bonus, it will be possible that by the time you exit the match, your inherent unpaid battle bonus will have come off cooldown. This would make it much more viable for players without elite status to consistantly buy battle bonus while still getting something back in credits.


With the current system, it was argued that you could switch back and forth between fleets to get your battle bonus back faster if you didn't want to pay. However, at least from my experience, there really hasn't been any reason to do so. Once you have gotten a Tier 4 ship, and have veteran status on all of your Recruit ships, you gain nothing other than maybe 1000 credits at most by playing a game in recruit unless you want to pay to transfer to Free XP off your recruit ships. Ship XP earned on those ships cannot be used to help level the later tiers (without paying to transfer to free XP as previously mentioned), and the credit/free xp rewards are insignificant when compared to what you could earn by playing Veteran even without battle bonus. While I understand that in a free to play game, the game supports itself specifically by pushing players to spend money on in-game currency and items, there really just doesn't seem to be a point to the system that the developers have pushed for switching back and forth in fleets to renew battle bonus.


Thus, unless a change to make playing your various fleets more meaningful when you have nothing left to grind in them gets implimented, allowing players to not have to purchase battle bonus absolutely every time in order to just stay in a fleet would be nice.

To: DN_Hyphenator


For science. You monster.

Okay, a couple thoughts on the changes. I like the changes and am interested to see how they play out, however I do see some areas that may require modification, or at least a change in wording to make clearer.


Nuclear Torpedoes


In my opinion, the wording on these could be changed from arming time, to arming distance. We already have an indicator for distance, where as there is no definite way to figure out arming time, and whether launching the torpedo at a target would give it enough time to arm prior to impact. Changing it from arming time to the number of meters/kilometers before the torpedo is armed would make this much easier for players to understand.


Artillery Cruiser Autobeams


While I do think this change was necessary, at the same time I feel it was a bit much as it will be extremely hard to kill an Akula Vector artillery cruiser running the autobeams and evasive maneuver using any method. Evasive maneuver (EM) would allow the arty to avoid getting hit at range, and it would remove the counter to EM of being able to get close to take the arty down. This autobeam change essentially gives the artillery cruiser an effective counter against dreadnoughts, destroyers, and corvettes all in one module. The only real solution will be to absolutely overwelm the artillery cruiser with missiles from range, however even that will be difficult if the arty has a pocket healer. Especially with the changes to anti nuke lasers, I can see this as making the meta very artillery cruiser heavy.




That concludes the issues/questions I have as of now, and other than that, I am interested to see how these changes end up playing out.

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Currently there appears to be a bug that results in the Onager getting stuck reloading. This seems to occur specifically after using the T3 rapid fire module. If you put power to weapons right as rapid fire ends, the bar is shown as full, however the message that you are still reloading remains. You are then unable to fire until you die in most cases, with it occasionally fixing itself.


This bug is exclusive to the Onager, as the Ballista is unaffected. This bug is not reproducible on other artillery cruisers, as it cannot be done on the Murometz or the Nox. It appears to be caused by using the T3 rapid fire module, as the T4 rapid fire doesn't appear to do it. This could be just because the T4 variant drains all your energy, however we haven't been able to test that as of now.


This bug is reproducible, and appears to effect multiple people. As of now, it is caused exclusively by T3 rapid fire going to cooldown, and then putting power to weapons when the reload bar is around 50% and trying to fire again.


Gif showing bug