Rebel Galaxy

Rebel Galaxy

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Candor Oct 23, 2015 @ 5:45pm
Did they nerf mining lasers? D:
Ok so they probably needed it, but the two Mk.2 miners on my ship used to have a several-second duration, enough to one-shot anything lighter than a corvette, but now they overheat in what feels like less than one second. Anyone else notice this?
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Showing 1-15 of 21 comments
PlatinumSarge Oct 23, 2015 @ 5:56pm 
I am noticing this, as well as all my pulsar turrets are firing WAY too fast.
Captain_Brian Oct 23, 2015 @ 6:21pm 
Ugh, this sucks! I didn't think the mining lasers needed nerfing AT ALL.

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!
Megiddo (Bear) Oct 23, 2015 @ 6:32pm 
I can confirm that Mining Lasers overheat faster than they used to. I did think they were a bit OP (Which I liked.), but didn't think they needed much of a nerf. Maybe a 10% reduction in damage OR overheat 10% faster.

They still wreck everything though, just in shorter bursts than before.
ssg Oct 23, 2015 @ 6:32pm 
I got my first mining lasers earlier this morning. I thought they were quite ridiculous. I could oneshot almost everything in first star map with starter ship and 2 lasers. I thought why the ♥♥♥♥ does this game even have other weapons as these lasers are so ♥♥♥♥♥♥♥ powerful. They are still powerful. Taking frigates out with starter ship and mark 1 lasers is still easy.

I am glad lasers are nerfed. Now I can use real weapons to destroy ships.
Last edited by ssg; Oct 23, 2015 @ 6:33pm
Candor Oct 23, 2015 @ 6:34pm 
I think it's all laser turrets, I swapped to Particle turrets and they seem a bit anemic as well - but not as bad as the Mining turrets.

@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.
Shifter Oct 23, 2015 @ 10:38pm 
It seems the did quite a few changes to weapons. I can confirm that my Viridian laser also now shoots for a much shorter time. on top of this both pulse turrets and scatter turrets have faster rates of fire (very considerable increase in the case of the pulse turrets) and both overheat faster as well. My murath badger missile turrets also have a much much faster rate of fire now, which might make them a little on the OP side considering they have unlimited ammo!
Anelyn Oct 23, 2015 @ 11:25pm 
All of you reporting the faster overheat of lasers - are you using the module that increases weapon fire rate by 25%? This was supposed to work only with projectiles maybe it bugged out for lasers in this patch?
Shifter Oct 23, 2015 @ 11:30pm 
no, at least im not using that. but it appears as though literally all turrets have a faster rate of fire now, including lasers, which is causing everything to overheat faster. for instance my badger missile turrets are now firing a missile about once per second as opposed to once per 3 seconds before the update. dont think that module effects missile turrets and im also pretty sure thats much more than a 25% increase in RoF but im no math guru. i think the update glitched all the turrets and nothing was nerfed
Last edited by Shifter; Oct 23, 2015 @ 11:33pm
Anelyn Oct 24, 2015 @ 12:16am 
Well I just checked myself with mark VI particle lasers and mining laser, as well with neutron beams broadside. It is a dps nerf for beam weapons since overheating faster means your beams will have less ticks than before while maintaining same cooldown / chargeup times.

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!
Megiddo (Bear) Oct 24, 2015 @ 12:43am 
@Shaggy. Nope, not using that subsystem upgrade, it costs just shy of 8 million credits and I'm nowhere near that amount yet.

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
Darkreaver1980 Oct 24, 2015 @ 1:00am 
Please do NOT reverse this change, before this watch i allmost stopped playing because it was just to easy, i used 4 particle beam turrets and broadside neutron beams and killed all enemys within 1-2 broadsides, thats like 5 seconds which took out all challenge
PlatinumSarge Oct 24, 2015 @ 1:09am 
Originally posted by Grenth:
@Shaggy. Nope, not using that subsystem upgrade, it costs just shy of 8 million credits and I'm nowhere near that amount yet.

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)
Anelyn Oct 24, 2015 @ 1:11am 
Originally posted by Darkreaver1980:
Please do NOT reverse this change, before this watch i allmost stopped playing because it was just to easy, i used 4 particle beam turrets and broadside neutron beams and killed all enemys within 1-2 broadsides, thats like 5 seconds which took out all challenge

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....
Megiddo (Bear) Oct 24, 2015 @ 1:11am 
While I can understand and agree on not wanting things too easy, keep in mind that right now projectile weapons are now every bit as OP as beams were before the change, if not MORE.

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?
Last edited by Megiddo (Bear); Oct 24, 2015 @ 1:12am
Anelyn Oct 24, 2015 @ 1:17am 
Just revert - it's a glitch.

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 :)
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Date Posted: Oct 23, 2015 @ 5:45pm
Posts: 21