3.14 PTU Wave 1 is out

Radegast74

Space Marshal
Oct 8, 2016
3,000
10,655
2,900
RSI Handle
Radegast74

Cugino83

Space Marshal
Apr 25, 2019
1,544
4,931
1,500
RSI Handle
Cugino
Now that it has hit Wave 1 PTU, time to start removing ship components and personal equipment that was purchased in-game in LIVE to improve the odds of them being lost when this drops on LIVE.
So true... I've already done a bit of component stripping in the past few days already, last patch I didn't loose anything except some components that I forgot to strip, hope this trick work even tthis time.

BTW, I've lurked into Erkul for the PTU this afternoon: geez CIG didn't joke about the rebalance of all ships, weapons and components.
Aside of the flatened stats of componens and weapons (with few exceptions) ammo capacity for ballistics are really REALLY reduced: all gatling move from 3-4 thousands round to less then 800, but with similar damages. Taranttulas have theyr ammo capacity reduce to 1/10 of the 3.13 capacity.
I also think CIG messed up a bit with some weapons the C-788 dropped from 731 alpha to just 211 making it a terrible weapon (just 176dps vs a 640 of a laser repeater.... something is not right.)
 

Lorddarthvik

Space Marshal
Donor
Feb 22, 2016
2,740
9,487
2,860
RSI Handle
Lorddarthvik
Now that it has hit Wave 1 PTU, time to start removing ship components and personal equipment that was purchased in-game in LIVE to improve the odds of them being lost when this drops on LIVE.
Thanks for the reminder!

Funnily enough, when I logged in, half of my stuff was gone and all the upgrade components were demounted already. I guess there must've been some hotfix or small patch since I last played...

@Shadow Reaper They nerfed the ammo cap even more??? WTH! No way I'm gonna use that now. Even though it's really cool looking and I love watching the streaks of bullets...I wasn't using it anyways exactly because of the low ammo issue but this is just stupid! It's not a freakin sniper rifle with gajillion dmg per shot. Gaaawd..
 
  • Like
  • o7
Reactions: Vavrik and Deroth

Sky Captain

Space Marshal
Donor
Oct 13, 2018
1,681
5,733
2,250
RSI Handle
TheSkyCaptain
675 rounds for the Revenant. That's something like 41 or 42 seconds. Crazy nerf.
I do like their strategy of employing energy weapons as 'standard pew pew' and deploying ballistics as 'more strategic DPS' weapons.

I'm guessing they intentionally dialed some weapons back a bit too much as part of their 'guiding strategy' reboot. A 'lets reset and deliver all bad news at the same time' thing.

Here's to hoping that they dial the right weapons back up in future patches based on performance.
 

Deroth

Space Marshal
Donor
Sep 28, 2017
1,827
6,130
2,850
RSI Handle
Deroth1
675 rounds for the Revenant. That's something like 41 or 42 seconds. Crazy nerf. Who would use that now? Horrible. What a poor decision. there were so few people using gattlings already and now everyone is going to go energy. So Stupid.
They had to reduce ballistic ammo capacity to balance it with how limiting capacitors made energy weapons (example: Cutlass with 4x S3 Panthers is something like twenty shots before the capacitor is drained and have to wait for recharge.) Meanwhile, putting ballistics in turrets is just idiotic, as the capacitor for weapons in turrets is roughly ten times the size as the one for the pilot, so 2x S3 Panthers in the Cutlass turret has over I believe over 400 shots each before drained and needs to recharge.
 

Lorddarthvik

Space Marshal
Donor
Feb 22, 2016
2,740
9,487
2,860
RSI Handle
Lorddarthvik
They had to reduce ballistic ammo capacity to balance it with how limiting capacitors made energy weapons (example: Cutlass with 4x S3 Panthers is something like twenty shots before the capacitor is drained and have to wait for recharge.) Meanwhile, putting ballistics in turrets is just idiotic, as the capacitor for weapons in turrets is roughly ten times the size as the one for the pilot, so 2x S3 Panthers in the Cutlass turret has over I believe over 400 shots each before drained and needs to recharge.
So does this mean overall less DPS/more TTK?
 
  • Like
Reactions: Vavrik

Deroth

Space Marshal
Donor
Sep 28, 2017
1,827
6,130
2,850
RSI Handle
Deroth1
So does this mean overall less DPS/more TTK?
TTK is actually much lower for 1v1 due to the changes to shields and many weapons had their DPS increased by either increasing their fire rate or the alpha damage.
However, TTK for 1vMany is much greater for energy weapons as you have to either manage capacitor levels or evade while they recharge between engaging the next ship; with ballistics for 1vMany, the TTK is much better until you run out of ammo, at which point you either run or die.

It feels to me like CIG is trying to force (encourage) turret use and mixed energy/ballistic loadouts. Running 2x S3 Panthers and 2x S3 Mantis in my Defender, I've been tearing up bounty missions, after just a couple hours I'm already soloing Group MRTs, have been doing one Group MRT and one solo MRT then refilling ammo. I also just unlocked HRTs with this setup, but am thinking of trying to get a gunner to use the setup referenced below to run those (took about half my ammo to run the HRT license mission, to include taking out the escorts.)

Also, the fewer the weapons, the more capacitor energy is available to the weapons. So, from what testing I've done with it so far, the Hurricane in full energy weapon loadout is a VERY mean ship now if you have someone in the turret, as there are I think 50+ shots each if running 2x S4 Rhinos for the pilot and I think it is over 300 shots per weapon in the turret running 4x S3 Panthers.
 

Shadow Reaper

Space Marshal
Jun 3, 2016
4,762
13,889
2,850
RSI Handle
Shadow Reaper
Is the plan for capacitors to be variable ship to ship or all very close to the same? Are we going to develop opinions about how thus n such a ship now sucks or is excellent based almost exclusively on its capacitors--something we can't change out?
 
  • Like
Reactions: Deroth

Deroth

Space Marshal
Donor
Sep 28, 2017
1,827
6,130
2,850
RSI Handle
Deroth1
Is the plan for capacitors to be variable ship to ship or all very close to the same? Are we going to develop opinions about how thus n such a ship now sucks or is excellent based almost exclusively on its capacitors--something we can't change out?
It is my understanding that capacitors already are variable across ships, but I expect them to show greater variance as they get balanced further, and I thought I saw something from CIG indicating there'll eventually be the option to change them just like other ship components.
 

Shadow Reaper

Space Marshal
Jun 3, 2016
4,762
13,889
2,850
RSI Handle
Shadow Reaper
Well, I have been a strong ballistics proponent for a long time, but that may be coming to an end. I honestly don't mind practicing trigger control and that now benefits both energy weapons and ballistics, but running out of ammo after just 2/3 of a minute is FUBAR.

Anyone seen how so many energy cannons and repeaters had their speed to target nerfed? Ballistics went up, energy went down. So it's like CIG wants to bribe people to use Ballistics, just not in fights over two minutes long.
 

Ayeteeone

Space Marshal
Donor
Oct 22, 2018
546
2,097
2,000
RSI Handle
Ayeteeone
This is part of a COMPLETE rebalance that CIG is working on. All the guns were drastically changed, but also all the shields, all the missiles, and I think damn near all the ships tuning.

There are multiple goals in work; chief among them is making multicrew gameplay much more desirable. So everything seems to have been pushed down the stack - guns carry less but shields protect less, while most ships are less agile. Turrets got HUGELY buffed both with capacitor values and 'aim-assist', to make them the more desirable weapon system.

And yes, as @Deroth stated, capacitors are intended to be another swappable component.

You could view this as a massive NERF axe, or as an attempt to nuke the previous meta.. It certainly does introduce more things to consider and manage during gameplay.
 

Richard Bong

Space Marshal
Jul 29, 2017
2,180
5,941
2,850
RSI Handle
McHale
So far I am definitely non-plussed by this patch.

This new "balance" is clearly not ready for prime time.
 

Richard Bong

Space Marshal
Jul 29, 2017
2,180
5,941
2,850
RSI Handle
McHale
675 rounds for the Revenant. That's something like 41 or 42 seconds. Crazy nerf. Who would use that now? Horrible. What a poor decision. There were so few people using gattlings already and now everyone is going to go energy. So Stupid.
All the Gatlings appear to have about 45 seconds of ammo. The ballistic canons appear to have about 60 seconds of ammo. That definitely seems a bit light.
 
Last edited:
  • Like
Reactions: Deroth
Forgot your password?