Fractured Space

Fractured Space

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Xaiier Feb 24, 2017 @ 9:04pm
Known balance changes so far
Jump home 120s -> 60s, now does not scale with levels
Blink destinations now update during warm up period

Defense crew/implants:
DR nerfed by 50%
Armor strength nerfed by 60%
Armor repair nerfed by 50%
Hull strength nerfed by 20%
Repair efficiency nerfed by 20%

Aegis:
transferrence projector CD 30s -> 35s
transferrence projector damage mitigation 75% -> 70%
transferrence shield CD 35s -> 40s
Blink buoy CD when destroyed

Basilisk:
Pulsar time 7s -> 6s

Black Widow:
SP's from targets killed with status effects

Disruptor:
Primary damage
Default PPD 56 -> 66
Faster PPD 50 -> 55
Faster CD 2.01 -> 2
Ripple PPD 49 -> 55
Ripple CD 0.333 -> 0.3333
Drone armor heal 10x -> 7x

Equaliser:
Tracking 15° -> 18°
Turret traverse increased
Purge field SPs

Enforcer:
Boost CD 100s -> 80s
Short boost CD 85s -> 65s
Ranged boost CD 120s -> 100s
Turn rate increase
Escalate accuracy increased

Infiltrator:
Slug thrower PPD 26 -> 28
Burst PPD 26 -> 28
Mass PPD 102 -> 112

Interceptor:
Gauss driver charge time 5s -> 4s
Ion gauss driver charge time 3.5s -> 3s

Paragon:
Primary PPD 14 -> 16
Primary small ship PPD 2 -> 3
Removed damage falloff from primary
Waypoints now have a 5 second delay before their area effect (capmod/detect) is activated
Charge Bomber fuse time 4s -> 3s

Overseer:
Sustained beam duration decreased from 5s to 4s
Tick rate for attacks increased from 0.333s to 0.25s

Protector:
Smart Gun PPD 35 -> 40
Light Smart Gun PPD 25 -> 30
Light Smart Gun Cooldown 2.15s -> 2.25s
Heavy Smart Gun PPD 45 -> 50
Heavy Smart Gun Cooldown 3.85s -> 3.75s
Defensive Field 170E/s -> 160E/s

Raider:
Scalpel beam (& variants) optimal -> 4000
linear falloff to 40% at 7500
linear falloff to 15% at 10000

Mines (Ranger/Raider):
Proximity mines will no longer damage enemies if destroyed
Proximity mines detonation range 1000m -> 1500m
Proximity mines AOE radius 1250m -> 1750m
Proximity mines homing speed 450 -> 500
Proximity mines health 50 -> 70

Superlifter:
Buoy armor heal 4x -> 3x
Last edited by Xaiier; Feb 28, 2017 @ 10:37am
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Showing 1-15 of 52 comments
phoenix_54d Feb 24, 2017 @ 9:22pm 
Well it's a start; I'd say the widow needs a tiny bit more (I've been getting SP if they were concussion'd shortly before blowing up already) in actual effectiveness; those missiles need to actually have a chance of hitting things once in a while.

Will that be enough for the infiltrator though?

Oh; does the status effects list for SPs include plasma? I recall doing severe plasma damage to things that die soon after and getting not so much as an assist.
Last edited by phoenix_54d; Feb 24, 2017 @ 10:34pm
TS Feb 24, 2017 @ 9:45pm 
Glad to see the Infiltrator primary reverted to the old values, its needed attention for a long time now. Wish they would reconsider the drone slow.
Popcorn Generator Feb 24, 2017 @ 10:15pm 
It's fine for now. No need to overdo it one way or the other
JU0245 Feb 24, 2017 @ 11:42pm 
I think the Executioner could use some more turret traverse. They're probably the slowest moving guns in the game.

And Paragon's bomber detonation could use a cut. Practically asnything can get out of the damage radius of them. (I see that was added after a while as a change)

Nice to see the Enforcer get a buff.

The Persi imo could use a look. Either could use a blink consumption reduction or have the guns not spread so damn much when moving.

Also ranger missiles. Are they supposed to be 8 or 10? Cause the info and the description contradic each other. Also the arc they make after launching significantly reduces the effective range. Even with 3 missile range implants, it just seems like they either don't effect or something else is wrong.

Ummm, yeah. My 2 cents.
Last edited by JU0245; Feb 28, 2017 @ 9:24am
FDNTrinity Feb 25, 2017 @ 2:59am 
Thanks!
Comandante Feb 25, 2017 @ 3:07am 
Thanks
Acksaw Feb 25, 2017 @ 3:17am 
I've got crew and implants to give me a +40% turret traverse on the Exe. Works nicely.
Phispi (Banned) Feb 25, 2017 @ 3:42am 
giving the aegis the full buoy cd after destruction is too harsh, especially because you can destroy it so easily, it should be half the normal cd
Popcorn Generator Feb 25, 2017 @ 4:07am 
Btw, what's the source for this info?
Zero Strike Feb 25, 2017 @ 4:11am 
Originally posted by Evil101:
Btw, what's the source for this info?

stream
Mann gegen Mann Feb 25, 2017 @ 5:10am 
Interceptor still ueless as worn out condom.

Can someone legimetly say why anyone should take interceptor over reapr?

Then again, who whuld take Reaper either, ships that got only 30 degree forward fire arc in a game where you cannot point your bow at enemy... you get countered by anyone who can press space bar.

Brawler, hunter, sentinel and any ship that can bear its full DPS at any angle will be just better.
And the fact that neither reaper or interceptor do nearly enought damage to justify foward only fire arc....
FDNTrinity Feb 25, 2017 @ 5:13am 
Originally posted by Siddy:
Interceptor still ueless as worn out condom.

Can someone legimetly say why anyone should take interceptor over reapr?

Then again, who whuld take Reaper either, ships that got only 30 degree forward fire arc in a game where you cannot point your bow at enemy... you get countered by anyone who can press space bar.

Brawler, hunter, sentinel and any ship that can bear its full DPS at any angle will be just better.
And the fact that neither reaper or interceptor do nearly enought damage to justify foward only fire arc....
i can't wait for a veteran to absolutely murder this post
Last edited by FDNTrinity; Feb 25, 2017 @ 5:38am
Ma'ahes Feb 25, 2017 @ 5:26am 
Originally posted by Siddy:
Interceptor still ueless as worn out condom.

Can someone legimetly say why anyone should take interceptor over reapr?

Then again, who whuld take Reaper either, ships that got only 30 degree forward fire arc in a game where you cannot point your bow at enemy... you get countered by anyone who can press space bar.

Brawler, hunter, sentinel and any ship that can bear its full DPS at any angle will be just better.
And the fact that neither reaper or interceptor do nearly enought damage to justify foward only fire arc....

Both reaper and interceptor have a great deal of rotation and vertical speed, which means no, spacebar does not counter them. Also, both ships are meant to engage at a respectable distance, whereas two of your citations are close-range ships. A good reaper/interceptor pilot won't let those ships close the distance unless ambushed.

The brawler should not get close enough to a reaper to begin with, as a well-placed scythe will ruin multiple armor faces, which negates the brawler's raison d'etre. Also, with the change to harpoon being a rocket, it's easier to block it with shroud. The hunter will either use up blinks (and energy) to close the distance with a reaper quickly, or suffer so much damage that the blinks won't matter.

The inty relies a bit more on allies dropping armor to get the most out of its dps, since a gauss round on broken armor is a beautiful thing to see. But, those concussion missiles are fantastic and your main cannon is both accurate and deadly at range.

Also, the hunter can't get full dps at any angle; it's pretty much reliant on being on the same plane as its target.

The sentinel is a good ship, and hard to hit when piloted right, but it's not a hard counter to either the reaper or the interceptor.
Last edited by Ma'ahes; Feb 25, 2017 @ 5:27am
Liking that Aegis hit and Defense implant hit. The Enforcer buff is probably my favorite though, higher weapon accuracy was a needed thing as it was pretty bad that even when moving only slightly at optimal range you could still easily miss a few rounds of the escalate just by cause of bullet spread.

Btw the Reaper and Interceptor are both fairly balanced ships, far from being underpowered. The only thing I don't like about either one of them, which is not a bad thing on their part is the high amount of reverse thrust speed they have at least it's what it feels like when trying to approach them and cut their arcs, BUT some may point out "they're supposed to have a higher reverse speed maintain distance so they can properly use their firing arcs.", but I posted this exact thing a few months back so it's meh.

Hopefully the Brawler got a higher pull speed and the Displacer Harpoon was turned into a skill shot.
Mann gegen Mann Feb 25, 2017 @ 6:55am 
Originally posted by Ma'ahes:
Originally posted by Siddy:
Interceptor still ueless as worn out condom.

Can someone legimetly say why anyone should take interceptor over reapr?

Then again, who whuld take Reaper either, ships that got only 30 degree forward fire arc in a game where you cannot point your bow at enemy... you get countered by anyone who can press space bar.

Brawler, hunter, sentinel and any ship that can bear its full DPS at any angle will be just better.
And the fact that neither reaper or interceptor do nearly enought damage to justify foward only fire arc....

Both reaper and interceptor have a great deal of rotation and vertical speed, which means no, spacebar does not counter them. Also, both ships are meant to engage at a respectable distance, whereas two of your citations are close-range ships. A good reaper/interceptor pilot won't let those ships close the distance unless ambushed.

The brawler should not get close enough to a reaper to begin with, as a well-placed scythe will ruin multiple armor faces, which negates the brawler's raison d'etre. Also, with the change to harpoon being a rocket, it's easier to block it with shroud. The hunter will either use up blinks (and energy) to close the distance with a reaper quickly, or suffer so much damage that the blinks won't matter.

The inty relies a bit more on allies dropping armor to get the most out of its dps, since a gauss round on broken armor is a beautiful thing to see. But, those concussion missiles are fantastic and your main cannon is both accurate and deadly at range.

Also, the hunter can't get full dps at any angle; it's pretty much reliant on being on the same plane as its target.

The sentinel is a good ship, and hard to hit when piloted right, but it's not a hard counter to either the reaper or the interceptor.


Blaa blaa blabbity blaa.

Ive mained interceptor and reaper back when this game was in alpha/early beta.
And i tell you that "good" reaper/interceptor pilot will just take other ships.

There is no niche for these ships in their current meta at frontlines or conquest (atleast snipers shine in forntline), as the DPS dont justify the skill celling and the skills needed to counter even the best inty pilot is aquired in 20 minutes.
The long range you talk about dont exist for either repaer or interceptor because waaaay to slow projectile speeds.

PS: hunter has something that neither reaper not inty has, a blink. It can reposition itself and laugh all the way to the gamma.
Last edited by Mann gegen Mann; Feb 25, 2017 @ 6:56am
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Date Posted: Feb 24, 2017 @ 9:04pm
Posts: 52