On PC at least, Plasma and Purge Rams were both highly viable in Legendary, with Plasma being used mostly to take down healers and Purge being used to break open formations.



Rupture and Armor.pdf
This is a PDF document we compiled based on our discussion of the two modules in question, what the issues are, why, specifically, they're having such an impact on the meta, and what could be done to fix this.

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One thing I haven't seen anyone bring up here is that Oberon ships generally get higher power to weapons boosts than other manufacturers. It's less sustain but more damage. A lot of ships do 30-60% more damage with power to weapons, but pretty much every Oberon ship doubles their damage or more when you drop the hammer. THIS APPLIES ESPECIALLY TO THE TAC CRUISER. The T2 tac triples its heal output with power to weapons, and even though that goes down across tiers the T4 still goes from 100% base to 240% base (+140%) when you hit PtW (for comparison, the Koschei gets a 55% power to weapons bonus at the same tier). They're not necessarily sustain ships, but they typically have quite good burst performance. Add that to their typically higher maneuverability and you have ships that are good at flanks and hit-and-run scenarios.

Maybe make an engineering briefing that does something like +5% shield effectiveness? That's all that's coming to mind right now

The short version is it always did that, but when they went to tiers they decided self debuffs were too complicated for new players.

The movement debuff is far less the issue than the drain debuff, since the lack of drain on RF3 lets you chain rapidfire shots with power to weapons.

I still vote that Adrenaline Shot be changed to a fixed amount of energy gained instead of scaling with the amount of healing. That will let you make it a fun and useful amount without allowing the ridiculous levels of stacking that show up in certain loadouts and comps.

Looks good!

There should be an official invite link on the Community page of this site.