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Yllaina Rho

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Vindicator#5138 posted (#post-123726)


Problem is corvette shield blocks 100% of damage - no other shield can do this. Nerf shields from 100% to 75% and maybe corvettes will not be sitting under fire from 3 ships and get away safely.



Corvette shields are like that because their health pool is so low and they usually don't activate shields until they're already almost dead, as putting energy to engines is absolutely vital and shields are a last-ditch option when engines can't carry them to safety. If they were at 75%, then most of the time a Vette would get shot to ~3000 health or so, activate shields, and then die anyway with shields still up. Their shields are intended to buy them just enough time to GTFO with modules, as they sap energy like crazy and can only save you for a few seconds. I think a reduction to 95% would be good for balance, but any lower than that and you'd have to up their health.


HepTagoN#7086 posted (#post-123728)


3- use any module with word "stasis" in it. Counter measure to:

- Vettes

- Vindicta (hello its me)

- Rams


Comes in three flavours i think - stasis ammo, stasis pulse, stasis missile


Actualy for vettes its just insta-kill button. Just bought stasis ammo on vindicta. It require to give up thrust amplifier but instead you basically freeze vette (-90% movement speed).



Right I forgot to mention that- I use Stasis Pulse on my Lorica and then Plasma Broadside to insta-kill Vettes. Also works perfectly against Ramdictas lol- they just awkwardly float 1200 meters away with a big flaming bow while I shoot them in the face xD

I've played this game for a while now and had a lot of time and experience testing different classes, with different loadouts and modules, and here are a few notes I have about Missile/Torpedo modules (on both Destroyers and Dreadnoughts) and about Dreadnought modules in general (mostly relevant to the T4-5 range when all modules are unlocked). Also I don't know how to tab paragraphs in this thing or bold or anything like that so sorry for the monotony.


MISSILES/TORPEDOES


There are a lot of options out there for missiles and torpedoes between Destroyers and Dreadnoughts, but some are far more useful than others, and here are my reasons for thinking so.


Storm Missiles- First thing's first, these things are ridiculous. Almost 30k damage from 3000 meters at T4 on a 50 second cooldown, plus they travel quickly and all fire at the same instant. Even with shields up, these monsters usually kill anything but a T4 Dreadnought without question, much more so when you throw a Drain Torpedo first. I'd either reduce the range, increase the cooldown, or reduce the damage. As is they're just too reliable and overshadow all other primary missile/torpedo modules at T4 besides the Goliath. Compare them to Flashpoint Torpedo Salvo, which does a max of 20k damage at 1200 meters, with a 40 second cooldown, plus they can be dodged much more reliably.


Tempest/Vulture Missiles- I find the balance on these ones to be alright in terms of damage, range, and cooldown. However, their tracking is so bad that nine times out of ten they fail to hit anything that isn't a stationary Jutland. A slight wiggle from most ships is all it take for them to miss completely, and if you just scoot back and forth, up and down, you can easily make them circle around you until they blow up on their own. Or you can just outrun them because they're so damned slow. I'd up their flight characteristics just a scooch to make them relevant, but it's not really a big issue.


(I'll cover Dreadnought secondary missiles/torpedoes in the Dreadnought Module section)


DREADNOUGHT MODULES


Primaries- The only issues I find here are Scattergun Broadsides; they're pretty much useless. I tried them with several builds and wanted so much to make them work, but they just don't. They take too long to fire, offsetting most of the difference in cooldown between them and Ballistic Broadsides, plus their insanely limited range means they almost never have a chance to be fired at all. Additionally, they're far less potent against Corvettes than Plasma Broadsides. I'd up the range to 1200 meters and make them fire faster, to make them the real close range DPS option.


Secondaries- Light Missiles. They're pretty much the only relevant secondary for Dreadnoughts, and I've tried them all (except Triad Pods but 315 DPS on a destroyable pod? Please.). Their balance between range, speed, damage, and cooldown makes all other options irrelevant, as each other option has some glaring issue. Vultures never hit anything because they're so slow, the torpedoes take so long to launch and track so poorly that they, too, never hit anything, and Flechettes take 10 seconds to fire off for some reason, which is absurdly long for a missile system intended for close range and rapid flight time. Light missiles fire fairly quickly, deal good damage, track very well, and have a low cooldown. I would make Dreadnought torpedoes deploy a bit faster and track a bit better, Flechettes should take at most 6 seconds to fire all missiles, and Vultures I've already talked about. I tried to make the other options work on my Lorica but Light Missiles seem to be the only one that gets consistent results.


Perimeter- I have no issues here- each option is useful to the right build(s).


Internal- One, Assault Thrusters. I like them and they're useful but the second your ship nicks anything they turn off, plus you almost completely lose the ability to turn when using them and are stuck flying forward (you actually can't stop without disabling the boost first). Warp Jump is almost always better for getting place to place, especially at T4 when you can jump straight to any target within 5km, regardless of where your ship is facing.


Two, Endurance mode. I don't honestly know why it exists. If, when you activated it, you remained at the same percentage health as you already were at, then I'd be on board, but as is it's pretty useless given the nature of DPS battles. If you're being healed faster than you're taking damage, you don't need the extra max health, and if you're taking damage faster than you're being healed, you'll never get to use that max health anyway. It's pretty much just wasted space when you consider how useful the other internals are.


Finally, and most importantly, Armour Amplifier. This is my favourite Dreadnought module in the game, but for some reason it gets considerably worse as you upgrade it. I still use the T3 version on my Lorica, and if I could use the T2, I would. The cut in duration as you rank up is WAY to significant, especially when you consider that the cooldown only drops by 10 seconds from rank 2 to 5. In a prolonged battle, assuming consistent damage over time and you have it up as frequently as possible, here's the math:



Rank 2: 80% reduction for 15 seconds on a 35 second cooldown. Net reduction of 24%. (As an added bonus, you are able to recharge most of your energy while the module is active such that you can shield when it goes down, thereby further increasing your damage absorption.)

Rank 3: 85% reduction for 12.5 seconds on a 33 second cooldown. Net reduction of 23.3%.

Rank 4: 90% reduction for 10 seconds on a 30 second cooldown. Net reduction of 22.5% (At this point you don't have time to charge you shields much over the duration of the module, meaning you will take much more damage after it wears off if you didn't already have energy banked.)

Rank 5: 99% reduction for 5 seconds on a 25 second cooldown. Net reduction of 16.5%. (Over 5 seconds you can barely charge any energy, so the rank 5 armour amp offers no time to regain shields.)

(This is my math btw I just put it in this box to make it stand out)



So basically, not only does the net absorption drop, especially at rank 5, but you also have no time to regen energy. The way I use Armour Amplifier is this: I use shields until I'm just about out of energy, then activate the module and drop shields. Over the duration (at rank 3 on the Lorica), I regain most of my energy over the 12.5 second duration. Once that wears off, I reactivate my shields. If I upgrade to rank 4, my ability to regen energy is cut a bit (down 2.5 seconds), so I'll take more damage than I would if I stuck with rank 3. At rank 5, I can't really regen anything so if I'm not out of trouble by the time the module wears off, I'm boned.


My main point is this: Dreadnoughts are usually employed to tank damage for the team over as long a time as they possibly can. This means that 15 seconds of 80% reduction is far more useful than 5 seconds of 99% reduction, both for yourself and the team, as it allows you to soak up damage for a longer time and keep enemy fire focused on you. With 99% reduction, a smart enemy will just retarget to someone else because they're doing nothing shooting at you, putting your teammates in more danger. Plus the duration is so low that you'll likely have to duck for cover when it wears off as you won't have shields, further reducing your tanking effectiveness.


I would keep the duration across all levels locked in at somewhere from 10 to 12.5 seconds, and scale absorption from 75-80% at rank 2 to 85-90% at rank 5, while maintaining the current cooldown scaling. I think this is a good way to give the rank 2 module the slight nerf I think it could use, and to make the rank 5 version actually superior.


Anyway, those are all of my balancing notes on those issues. Thanks for reading and let me know if you agree.

The bug that gets me most at the moment are the dancing missiles- status effect missiles (drain missiles, stasis missiles, etc) have a nasty habit of spiralling behind moving targets, particularly corvettes, or detonating upon getting very close to said moving target but not actually hitting them, doing nothing. As an avid vette player I have reaped the benefits of this bug, honestly- to avoid those missiles all I need to do is put power to the engines and fly forward. Almost 100% of the time, the missile will either start spinning wildly or it will blow up just behind me, despite being nowhere near its range limit, and I can just keep flying on.


After that the most annoying thing is probably being kicked to hangar when joining a match.

Couple things to add.


2- AOE weapons hurt yourself if they blow up after a few seconds of firing them, but not if they blow up immediately. So if you were to drop your nuke mine straight onto a vette, it would blow up without hurting you. If, however, you lay it and sit near it for more than about 3 seconds, it will hit you when it blows. Same goes for such weapons as Goliath Torpedoes and the Bomb Catapult.


3- Yeah it does insane damage but its firing arc is fixed to the front and it is insanely squishy. You need to really keep on your toes with shields or protective modules to survive, but if you can juke it a little, it can't hit you with the main guns. If it's giving you a ton of trouble, take Emergency Evac on a T4 Tac, or Armoured Lockdown. Without a Disruptor Pulse they can't do anything about that. On other ship classes your best bet is to either counter-nuke them (Plasma Broadside=instant death) or shield up and hope it can't kill you. The most important thing, though, is to just try to see them coming before they get into the 1.2km killzone.


4- Secondary weapons are usually just that- secondary. However, they're all useful. A single clip from Destroyer flak guns will instantly kill those light vettes, while Tesla guns can do the job in about 4 seconds- less with weapon boost. Basically, the super-short range guns have great damage output, while others offer low DPS at long range or some balanced damage at medium ranges. Which is most useful usually depends on what your specific ship's primary guns do. Personally, against vettes, I find that the best option is either stasis into burst, plasma broadsides, or using a Tac Cruiser with Beam Amp and Energy Generator to tear them apart quickly. On the Aion, using that setup, you activate the Beam Amp and Energy Gen once you see a vette within ~3km, pump energy to the weapons and laser them down in about 3-5 seconds. The damage you get off that is insane against vettes.


So yeah that's how I deal with Vettes, but a good pilot is very tough to deal with. Against someone who really knows how to fly them, your best case scenario is often you both run low on health and the Vette peels away before you can kill it. Against people like that your best bet is to just try to never be alone and always watch where the enemy goes- Vettes thrive against scattered teams and unaware players.

I enjoy the healing mechanic, I'm just saying the thing's rate of healing is insanely high, making it almost impossible to kill whatever it's healing, and the damned thing is nearly impossible to kill itself with that officer briefing. Basically 30k health with unlimited shields.


I'm not saying it's broken, but in my opinion it is a tad overpowered. The Vindicta is completely busted though.

Not to toot my own horn but I'm a pretty good player at this game. I run an average K/D of 3.8/1, I know how to pick my fights, I'm good at countering big threats. Vindactas, however, are completely busted. When I see even one Vindicta on the enemy team, I usually just get butchered almost exclusively by it. The only ship I have a similarly difficult time dealing with is the Koschei, but the Koschei also can't just kill anything. Anytime. For any reason.


I generally advocate that this game is fairly well balanced, but the Vindicta (and Koschei) are my exceptions to that rule. I have NEVER seen a Vindicta do close to poorly. Almost every game that involves one, it's top of the scoreboard. They can simply get away with almost anything as they are absurdly manoeuvrable and their main armament is ridiculously strong. Sure, it's squishy, but it's also very hard to hit, can get out of a sticky situation in a hurry, and can out-dps anything it ever comes up against. It just ruins everything it sees, and then when you throw a ram on top of that you become a near-unstoppable death machine.


I'm not mad at the devs or anything for it- given how recently Progression 2.0 was added they need to give the game a bit of time to let players adapt before they can accurately assess the power of ships, but I think we can be reasonably sure that the Vindicta is more than a little too strong.

Yeah there just aren't enough players. The devs say they hope that'll change once they go to open beta. T3 is actually not bad at all, people reaaaaaally overplay it. As long as you know what you're doing T3 is hecka fun.

Quick question, why not? I'm genuinely asking. If there's no report function in the game, what else is there to do?

If you want to ram, go Oberon. Very fast and evasive, with great close/mid-range firepower. That said, Nurgle pretty well covered all the bases. A couple things to add:


Arty Cruisers: They are a bit unique in that the Med and Heavy classes are both very similar (long-range sniper boats. Heavy has a bit more DPS and health but they're a bit slower and easier to hit), but the Oberon's lights are entirely different. I play them less as dedicated snipers and more as ambush flankers with sniping capabilities. Their great speed, thin profile and 360 degree coverage is excellent for this role. Use mobile cloak and speed boost to sneak around the side or rear (or even right under), then use your primary and secondary modules (there's a number of great options) to burst vulnerable ships and GTFO with speed boosts once your burst is out and you've spent your clip. This is the only class of any ship really capable of doing this well, as it can insta-kill many weaker ships or affect a wide area with its burst, depending on its kit. I, personally, use mobile cloak and speed boost to get right under an enemy, fire a drain torpedo into their belly, then open up with a bomb catapult, autoguns and flak to RAPIDLY kill anything with less than 30k hit points. Then just fly away cause if you picked your target right the rest of the team won't even notice.