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My close quarters build is totally useless now! This is rediculous, are they just trying to push everyone to a certain build/playstyle!?
The mining lasers were already balanced since they were close range only, now they're just useless and we don't have a close range high power turret option!
AARRRRRGGGGGGG!
They still wreck everything though, just in shorter bursts than before.
I am glad lasers are nerfed. Now I can use real weapons to destroy ships.
@Captain Brian I'd have to disagree they were balanced in the starting area - two of them made flak and my broadsides irrelevant. All I had to do was make sure both turrets could bear, then strategically use my deflectors as the turret AI straight up murdered everything in seconds.
I do think the game needs to explain the tradeoffs between families of secondary/turret weapons a bit better though. I *THINK* its:
Missile: Better all-round performance but needs upkeep and resupply and can be shot down
Beam: 100% accurate (Or so it seems) and high burst damage, but now with short duration and longish reload times
Projectile: Sustained damage, but less accurate.
Before this patch I could destroy a big asteroid with 1 go with my 4 particle + 1 mining Mark VI, now they overheat before I break 2nd layer (so no HP dmg for asteroid). Also before I could 1 shot a Gril(?) minelayer with my turrets & broadside, now they have 25-30% HP left (same scenario no out of range or deflector activated by enemy).
Beams were perfectly fine before this patch, you had a decent burst window then the long cooldown (compared to rest of weapon types) now you still do burst damage but less of it - this is most visible with smaller ships - like Barracuda, where you have a limited broadside & turrets so having the burst over sustain damage was ideal for this strike craft - you go in, position, take out something then evasive manuevres.
Please reverse this change for beam weapons, @Travis. Thanks!
I think something got glitched somewhere. I swapped to all Mk 2 Pulse Turrets, and they're freakishly OP right now. The fire rate feels about 2-3 times what it was before, as someone else noted. No idea what got tweaked, but it seems to have had an unintended universal effect on weapon firerates.
I hope it can get figured out soon! In the meantime, I'm gonna enjoy the Battlestar levels of bullet walls while I can... >:D
The Pulse Turrets rate of fire HAS to be fixed. Way too OP.
The Mining lasers felt fine for me. I don't know why they needed to be changed. Or why any of these had to be changed so drastically. (I have a theory that these might be glitches that ended up switching the weapons to "turbo", as the mining laser seems to have a faster cooldown and thus the pulse turrets cooldown is faster, but I haven't tested this thoroughly)
Mind showing how you are killing with 4 turrets and firing 1-2 broadsides anything larger than a frigate? If you talk about fighters then lol yeah....
I would like to see at least a partial revert, with the addition of a 15-25% damage nerf to beam weapons, depending on the beam weapon in question.
As it is, my Pulse Turrets are breaching the hull of every ship I fight about twice as fast as my Mining Laser and Neutron Beam setup did.
So at the moment, projectiles got a x2 firerate buff, and beams got a 2x overheat nerf. Maybe meet halfway?
Beams = burst damage, turrets = constant pressure. Beams - horrible vs shields (well not mining lasers but then you lose the whole range advantage), turrets great vs shields and hull.
Beams 1 shotting fighters / corvettes / frigates = they do what they are supposed to do, but hit higher tonnage ships with good shields / hull and you will spend ages trying to take them down - possible but way slower than turrets.
Turrets - constant dps at whatever you're pointing them, shield regen is non-factor due to permanent damage applied unlike beams. You're like a space machine gun :)