Please further nerf thermal cascade

Wait what? Have you really heard yourself speaking here lol. I think you'll find that a year of using the controller has made us pretty adept at playing with its shortfalls.

Besides that, there are a number of thingstudents which players can do to help combat and to be mindful of when it comes to heat. I posted it on the previous page which seems to have gone completely ignored. Sure there are some steps for frontier could take with regards to heat (maybe they could increase the resistance a bit more as you approach the hard cap) but further nerfing will render it almost useless as it is pretty much a dedicated PvP weapon and really struggles against pve. Maybe adjust it so it attacks hull first then goes for modules, the heat sink changes I suggested.


Dude I played on xbox for years. I tried using the controller for elite and it was hilariously awful. I know what you're talking about. You're just wrong.
 
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Maybe, but even though the average level of XB1 cmdrs may be lower (even if for no other reason that we've been playing for longer), I dont think thats a reason to dismiss someone's opinion. As an outsider, I myself would be very interested to see 'test' videos from the 'its OP' camp. I'm hearing some inconsistent reports about why its OP, and that would make things far clearer for me, other interested readers and the devs. Is ECM really that underpowered? In theory, it should completely nullify a missile boat, espescially if you have two. It could be that pvp cmdrs havent yet fully mastered it (it is by far the trickiest utility), or that there is a bug or just performs poorly. If you could show me a vid of what happens when someone opens fire on you and you use one ECM, and then two ECMs, that'd be very enlightening.

Well, ECM has a cooldown, after which your opponent can just fire again, and the original missile probably reacquires anyhow, which makes ECM literally useless - which the PC community realized a long time ago, hence no one uses it. MAYBE a wing of ships chaining ECM could delay a missile strike for a few seconds, but probably not. As for point defence, you're lucky if they shoot down two missiles, and pack hounds pretty much nullify that anyhow.

Mr. Carrot, any videos of the hilarious cancer-fest that is heat?

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Hey I'm not the one who put down an entire gaming community because you couldn't get to grips with a controller.

You're free to hate me for it if you want, but it's only true... Try playing it on PC and you will see I'm not lying.
 
Well, ECM has a cooldown, after which your opponent can just fire again, and the original missile probably reacquires anyhow, which makes ECM literally useless - which the PC community realized a long time ago, hence no one uses it. MAYBE a wing of ships chaining ECM could delay a missile strike for a few seconds, but probably not. As for point defence, you're lucky if they shoot down two missiles, and pack hounds pretty much nullify that anyhow.

Mr. Carrot, any videos of the hilarious cancer-fest that is heat?


ECMs totally fry seeker Missiles and torps. They don't require target. Point defence, placement is important on your ship. 2 ECMS linked to both fire groups should be sufficient to take on 1-2 opponents. Yes it won't get them all, but if used correctly, it'll get the majority. Believe me, I know as I've come across people rocking a combination of packhounds, seekers and torps.

I wonder how long it will be before people start complaining about vipers, couriers and clippers deploying tons of Reverberating Cascade mines. I'm not calling those overpowered but dam those things hurt in the right hands.
 
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Well, ECM has a cooldown, after which your opponent can just fire again, and the original missile probably reacquires anyhow, which makes ECM literally useless - which the PC community realized a long time ago, hence no one uses it. MAYBE a wing of ships chaining ECM could delay a missile strike for a few seconds, but probably not. As for point defence, you're lucky if they shoot down two missiles, and pack hounds pretty much nullify that anyhow.

Mr. Carrot, any videos of the hilarious cancer-fest that is heat?

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You're free to hate me for it if you want, but it's only true... Try playing it on PC and you will see I'm not lying.

Isnt the timer the same as chaff? So the firerate is 20s/#ECM? Seekers fire once every three seconds or so, wouldnt you be be totally safe with 7 ECM modules?

Hmmm, wait a second...
 
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Isnt the timer the same as chaff? So the firerate is 20s/#ECM? Seekers fire once every three seconds or so, wouldnt you be be totally safe with 7 ECM modules?

Hmmm, wait a second...

It's more effective etc if you have distance as you can charge it up to a 3km radial blast.

I have 1 ecm on fire groups 1 and the other on 2.
 
It's more effective etc if you have distance as you can charge it up to a 3km radial blast.

I have 1 ecm on fire groups 1 and the other on 2.

And how exactly do you propose to keep an opponent at 3KM range in PvP? And what would you do to him, from that range?:S
 
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And how exactly do you propose to keep an opponent at 3KM range in PvP?

Some times you can't. But that's a different topic of missiles themselves. Damage control is the key here, using your own ships speed and maneuverability to try and avoid target lock.

Also, there is a third option.

Screening shell frag turrets.
 
It's an evolving universe, ED is a historical timeline not just a snapshot. Surely there are going to be times when warfare is a technological stalemate/nightmare and casualties are guaranteed until the next thing comes along - as there are in real life.

Are we 100% sure this is unintentional and has to be looked at in a metagamey/OOC way?

Yes, because FD already tried to fix it once, and said they'll continue to look at it. I don't believe it'll ever be fixed in a balanced way, though, and they've created a monster that effectively nullifies the skill element of PvP in favour of loadout min/maxing. For all that people keep saying "Oh, but you can make a specific build to try to counter it" and "What's wrong with rock/paper/scissors?", the facts are that it removes fun from the game for a lot of people (myself included), no PvPer even gives Arena a second look because it's not the gameplay they want (myself included), and the end result of that will be that they eventually play the game less and less. That makes them less likely to buy the next expansion, which makes it harder for FD to keep the lights on.

Don't get me wrong - I love this game. As I said, though, I've been playing it less and less because FD are actively adding stuff that removes the fun, and it gets worse with every fix they stack upon previous fixes. That can only happen for so long before it starts to have a serious effect.

Not only that, consider the dev time involved here. They took extra time to make 2.1 "perfect". Then they ignored player feedback and released it, only to find that it was very imperfect, so they had another stab at it. That caused more problems than it solved, so they had another stab at fixing the problems created by the release and the second go at fixing it.

How long do you think they can actually keep up this cycle of redevelopment while maintaining the planned release schedule to bring the next paid expansion in (which is essentially 90% of ED's ongoing cash infusions)?

This has to stop, in the interests of keeping the game running. Admit they got it wrong, remove the special effects, and get on with building 2.2...but for the love of all that's holy, do something to get genuinely interested parties in the player community involved in the design process. It's painfully obvious to any of us who are also developers in our day jobs that the design and testing process for ED is badly broken.
 
Some times you can't. But that's a different topic of missiles themselves. Damage control is the key here, using your own ships speed and maneuverability to try and avoid target lock.

Also, there is a third option.

Screening shell frag turrets.

But that makes no sense: if you say Heat Cascade isn't OP, your method surely must be better than "stay out of range". By that logic nothing can ever be OP, just stay away. And speed and manouverability are pointless unless at very close range and in specific ships, and I (as a good but not grand pilot) promise you I can lock onto you even at close range in my FdL with zero problems.
 
ECMs totally fry seeker Missiles and torps. They don't require target. Point defence, placement is important on your ship. 2 ECMS linked to both fire groups should be sufficient to take on 1-2 opponents. Yes it won't get them all, but if used correctly, it'll get the majority. Believe me, I know as I've come across people rocking a combination of packhounds, seekers and torps.

Maybe if you make a stupid build with nothing but point defense and ECM, you might take out most of the missiles. Which still doesn't help you against thermal cascade cannons and makes you incredibly vulnerable to everything else when your shields are weak as hell. Your solution is not a solution at all. You're not the first one to come up with this stuff. It's been tried, tested and for a whole slew of reasons that you appear to be oblivious of, deemed unviable.

"2 ECMS linked to both fire groups should be sufficient to take on 1-2 opponents."

Not good enough, even ignoring my aforementioned objections. Do you know what happens in 4v4 wing fights? Everyone piles on one target and fires all of their heat-cancer weapons at it until it wakes out or loses its modules and dies. It's nothing but a huge slug fest the winner of which is purely determined by:
- who brought more ships
- who brought more heatsinks
- who brought more heat-cancer
 
But that makes no sense: if you say Heat Cascade isn't OP, your method surely must be better than "stay out of range". By that logic nothing can ever be OP, just stay away. And speed and manouverability are pointless unless at very close range and in specific ships, and I (as a good but not grand pilot) promise you I can lock onto you even at close range in my FdL with zero problems.

That's where the skill comes in. Of course you're not going to be able to avoid every bit of incoming fire but using your speed to your advantage is paramount in any engagement. The tools are there to mitigate whatever is thrown your way along with tools to deal with stuff.

I think heat in particular, you've got to bear in mind your own build,; heat sinks, how hot you're running to start off with, module integrity etc.

Missiles, you have ECMs, point defence, screening shell.

Standard ranged weapons, chaff etc.

The trick is not to put all your eggs in one basket, have a number of ships each suited to different things.

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Maybe if you make a stupid build with nothing but point defense and ECM, you might take out most of the missiles. Which still doesn't help you against thermal cascade cannons and makes you incredibly vulnerable to everything else when your shields are weak as hell. Your solution is not a solution at all. You're not the first one to come up with this stuff. It's been tried, tested and for a whole slew of reasons that you appear to be oblivious of, deemed unviable.

"2 ECMS linked to both fire groups should be sufficient to take on 1-2 opponents."

Not good enough, even ignoring my aforementioned objections. Do you know what happens in 4v4 wing fights? Everyone piles on one target and fires all of their heat-cancer weapons at it until it wakes out or loses its modules and dies. It's nothing but a huge slug fest the winner of which is purely determined by:
- who brought more ships
- who brought more heatsinks
- who brought more heat-cancer

And where heat isn't concerned, who has the most boosters, point defence and ECMs etc.
 
That's where the skill comes in. Of course you're not going to be able to avoid every bit of incoming fire but using your speed to your advantage is paramount in any engagement. The tools are there to mitigate whatever is thrown your way along with tools to deal with stuff.

I think heat in particular, you've got to bear in mind your own build,; heat sinks, how hot you're running to start off with, module integrity etc.

Missiles, you have ECMs, point defence, screening shell.

Standard ranged weapons, chaff etc.

The trick is not to put all your eggs in one basket, have a number of ships each suited to different things.

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And where heat isn't concerned, who has the most boosters, point defence and ECMs etc.

Or you can just build a ship with heat cannons and lasers/multicannons on it, maybe with a few dumbfires thrown in for good measure. Then everyone else dies whether they have shield boosters or point defence.
 
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The trick is not to put all your eggs in one basket, have a number of ships each suited to different things.

Are you for real? That went out of the window when the Engineers grind came in. Setting up multiple ships - even with the latest grind-nerf - takes weeks even if you have the money to buy all the ships instantly. Then transporting them all to wherever you happen to go for PvP action (eg a CG).

Then, on top of that, factor in that you need to change those builds at the very least every time FD does a major point release, because they pretty much invalidate every tactic and build each time. So, at the absolute maximum, you get 3 or 4 months of consistent gameplay at a time (4 releases per year), but since Engineers came out you've got to grind your nuts off for a couple of weeks for each ship that you have just to get back up to parity. Got three main ships for each potential meta? Great, you'll probably spend half of each gameplay cycle just trying to make your builds work again (not to mention putting an extra build together each cycle, because they've added another option to the rock/paper/scissors game).

Seriously...you seem to be so out of touch with the reality of the game that I'm starting to wonder whether you're just trolling this thread.
 
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Are you for real? That went out of the window when the Engineers grind came in. Setting up multiple ships - even with the latest grind-nerf - takes weeks even if you have the money to buy all the ships instantly. Then transporting them all to wherever you happen to go for PvP action (eg a CG).

Then, on top of that, factor in that you need to change those builds at the very least every time FD does a major point release, because they pretty much invalidate every tactic and build each time. So, at the absolute maximum, you get 3 months of consistent gameplay at a time, but since Engineers came out you've got to grind your nuts off for a couple of weeks for each ship that you have just to get back up to parity. Got three main ships for each potential meta? Great, you'll probably spend half of each gameplay cycle just trying to make your builds work again.

Seriously...you seem to be so out of touch with the reality of the game that I'm starting to wonder whether you're just trolling this thread.

He honestly doesn't have a clue, like 99% of people on xbox. Also even if that were feasible it wouldn't help because you can just build a ship with heat cannons and multicannons/lasers that doesn't care about PD/ECM and is still pretty good* against booster builds too.

*hilariously overpowered
 
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Or you can just build a ship with heat cannons and lasers/multicannons on it, maybe with a few dumbfires thrown in for good measure. Then everyone else dies whether they have shield boosters or point defence.

It's just sounds to me like you consider all the effects overpowered as there's no way to avoid any of themy entirely.
 
It's just sounds to me like you consider all the effects overpowered as there's no way to avoid any of themy entirely.

All of the heat-based effects. That's the whole point of this. You can't avoid them at all - they melt your ship while ignoring everything except heatsinks, and they only serve to delay the inevitable.

Against a heat-based mixed-weapon ship - missiles, cannons and lasers - there is simply no way to win unless you also have the same build and hope you can get a good lock before the other guy while spamming heatsinks.

In short...against such a ship, your best chance of winning is essentially a coin toss, assuming that you didn't already lose the fight a week or two beforehand when you built the ship that you happen to be flying at the time.

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It's such a pity you didn't play on xbox....

Similarly, it's a pity you don't play on PC, because then you'd find out exactly what we're all talking about. When every opponent you face is proficient with FA-off using 3 full axes of movement with fast, fully fished-out ships and has every single function in their ship instantly available at their fingertips, you'll find that not a single one of the tactics you've espoused in this thread actually works.
 
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