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tempshell

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+1
They tried to quietly reduce the rewards in the last patch, ppl complained, they restored the rewards for tdm and onslaught, but kept conquest low.
Think I'm a conspiracy theroist? Prove me wrong by buffing the conquest rewards. It's a fun mode but I instaquit when I get it.

Dreadnought is a game in which a lot of very strong things balance each other out. Art's need the 7k range to protect themselves from strom; storm needs the damage to be able to hit thru the constant healing of tacs, and tacs have all the heals and shields it needs to negate a arty from afar.


Before complaining about anything being OP, you should TRY them out. Most of the time you will find out that they are actually vulnerable against one thing or another.


AS wad nerfed not so much because it's OP but rather it was really annoying to play against.

How about ignore it? Dreads usually don't have that much damage. Focus on the less tanky ships instead.

Same here. Glad to know it's not just me.

The T4 ships can use T3 modules, for your case, I strongly recommend the rapid fire mode 3, which (imo) is the best module for any artilery crusier.


The only module that you really need to get is evasive manuver, which is not a whole lot of grind. The change that all modules can be unlocked directly helped quite a bit here. The improvements to the other modules are pretty small.


This really isn't a lot of grind - the progression is actually more difficult for T4 ships without T3 counterparts that get stuck on a bad loadout until you buy the first few, the Jutland is the worst, but the koshei (no repair autobeam) and vindicta (no storm, ram) have pretty hard initial grinds.

I think the T5 version needs some love. T4 is pretty fine but T5 has troubles because all the survival stuff got a much bigger buff. 2400 range on the T5 anyone?

The 3 effects is a bad argument. The same can be said about purge, as 'the only debuff that does 3 things.' Purge is strong, but not OP.


Again, DM is strong but not OP because everyone can have it and benefit from it. It can also be countered with a secondary status effect or high burst damage.


The module reboot part is the most useful: I'd say if we really wang to nerf it, get rid of the 'removes debuff' part.

Can we please get a fix to this? I want to get my T5 artillery crusiers now but they would be weaker than T4 because they are missing rapid fire mode 3. It's that good. Esprcially since the T5 version don't have higher DPS...

Purge beam / stasis (auto) beam / stasis ammo can continue to debuff after the effect, rendering it useless.
And then there's armor booster pulse / armor amplifier. Just tank the ram.
Also if you stasis'ed the first ram how do you not have enough time to get to the side/top/buttom so they can't ram you again?


Desperate measures is strong, but not OP. Everyone can have it and use it, unlike adreanline shot which gives exponential benefit to healballs.


From my perspective I either get killed by the first ram, or I survive. I've never encountered a case where I stasis the first ram and got killed by the second after desperate measures.



Brother Belial#4215 posted (#post-219751) said:



tempshell#6368 said:


'Some other combinations of modules and Officer Briefings are receiving similar scrutiny.'


Uh-oh.


One thing that I think you did really wrong the last patch was that you nerf'ed tacs, but you also nerfed a strong counter for tacs, nuke salvo. The result? healballs are even stronger.


There are some powerful combinations out there, but I don't think there's any that requires similar attention as the adrenaline shot.



Despate Mesures. 3 Modules in one OB. Removes debuffs, so the one solid counter to rams, stasis is uesless, module rebot, so they get all there modules back, and full energy, the amount of times I should have killed a ramcan but thanks to this they could ram me again and kill me is not funny.


'Some other combinations of modules and Officer Briefings are receiving similar scrutiny.'


Uh-oh.


One thing that I think you did really wrong the last patch was that you nerf'ed tacs, but you also nerfed a strong counter for tacs, nuke salvo. The result? healballs are even stronger.


There are some powerful combinations out there, but I don't think there's any that requires similar attention as the adrenaline shot.