Please further nerf thermal cascade

What a peen.

I find it hilarious that people have quit the game over the weapons.

You know dude, you're free to resort to childish insults if you want, but believe it or not I'm not doing anything but state the truth as I see it. And the truth is that you are very badly wrong and it's laughably obvious to just about everyone else here. I'm not telling you that you don't know what you're talking about to insult you; I'm telling you that you don't know what you're talking about because you don't.
 
Either you just use the same heat weapon they use against them, or find a way to make devs introduce counter engineer blueprints that disapates or diverts heat in two ways: either as radiation ( electromagnetic heat ) or physical ( kinetic heat ).
So, hulls could be made to divert heat, using reinforced armor with special heat diverting tweak.
Integrity boosting tweaks should protect against heat damage too. And rolling for thermal load should also do the trick. There should only be a problem if your thermal disapating ability is less then the attackers thermal generating weapons + your own thermal generation.

Chaffs should be able to suck up heat too, and shields should be able to suck it up too, because heat is physically interactive.
 
*Nods head in furious agreement with the whole thread and suggests several potential fixes from a veteran pvp player perspective that are summarily ignored, like always*

You know, I didn't agree with you guys that silent running removed any skill from the game, (in fact, I thought quite the opposite because it favored evasive flying and fixed weapons) but I can't help but agree this time around. For some reason they've filled engineers with true upgrades instead of sidegrades that need even a modicum of cost-benefit analysis, effectively scooping a huge chunk out of the previously necessary pilot skill and replacing it with material grind and slot machine rolls. Worse still, they thought it was a good idea to allow players to directly attack the system they've been using to balance EVERYTHING ELSE IN THE GAME at no personal cost.
 
Either you just use the same heat weapon they use against them, or find a way to make devs introduce counter engineer blueprints that disapates or diverts heat in two ways: either as radiation ( electromagnetic heat ) or physical ( kinetic heat ).
So, hulls could be made to divert heat, using reinforced armor with special heat diverting tweak.
Integrity boosting tweaks should protect against heat damage too. And rolling for thermal load should also do the trick. There should only be a problem if your thermal disapating ability is less then the attackers thermal generating weapons + your own thermal generation.

Chaffs should be able to suck up heat too, and shields should be able to suck it up too, because heat is physically interactive.

These would be some nice mods. Unfortunately the problem with just using the same heat weapons as your opponents is that it quickly turns every fight into a numbers game where the only things that matter are how many heat weapons you have, how many heatsinks you have, and how many ships you have compared to your opponent. How good your builds are otherwise and how good your flying is doesn't really matter. It's purely a numbers game that takes zero skill or forethought.

On a slight tangent, something I don't like about Engineers in general is that players are basically forced to use specific engineer mods just to stay competitive. It's even more "this build is the best build and if you don't have this build don't even bother trying" than the base game. How I think a lot of us envisaged Engineers before the beta was as a system for producing customized (that is, not RNGineered) weapons and modules that are sidegrades from the base modules. What we got is an altogether unpleasant and poorly conceived RNG-based system that forces us to grind for hours on end to get modules that are straight upgrades to the base modules just to stand a chance in pvp. What's more, it's behind a paywall, so if you don't own horizons you're basically screwed. Maybe I don't speak for everyone but I know that simply ramping up the level of grind in exchange for ever more overpowered modules is not my idea of fun.
 
You disapprove? Not that I care, really. As they say, any publicity is good publicity, and every time someone makes a pointless comment like this one it bumps the thread.


Any time a mod sees a thread with a point they disagree with, the mute it,

and my opinion is, FD will be forced to the the right thing eventually, so no worries
 
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Any time a mod sees a thread with a point they disagree with, the mute it,

and my opinion is, FD will be forced to the the right thing eventually, so no worries

Yeah, hopefully. In the meantime just keep discussing it to death so that the thread gets bumped and someone who can actually do something about it takes note. Fortunately I haven't had any overtly negative experiences with the Frontier mods but I've definitely heard the horror stories.
 
Yeah, hopefully. In the meantime just keep discussing it to death so that the thread gets bumped and someone who can actually do something about it takes note. Fortunately I haven't had any overtly negative experiences with the Frontier mods but I've definitely heard the horror stories.


us talking about mods , will probably result in us being banned, . but yea they're very bad
 
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...The problem is with the special effects, and that's all. Everything else can be worked around, but they unbalance the whole thing so badly that it's made the whole thing a nightmare. It wasn't so bad when they were rare, but since FD caved and gave everyone the ability to just grind for effects (especially now that it's easy to get hundreds of materials for very little effort, and you only need one of them for level 1 mods to grind your rank with an Engineer) it just became the ultimate I Win button.
^^This^^
 
These would be some nice mods. Unfortunately the problem with just using the same heat weapons as your opponents is that it quickly turns every fight into a numbers game where the only things that matter are how many heat weapons you have, how many heatsinks you have, and how many ships you have compared to your opponent. How good your builds are otherwise and how good your flying is doesn't really matter. It's purely a numbers game that takes zero skill or forethought.

On a slight tangent, something I don't like about Engineers in general is that players are basically forced to use specific engineer mods just to stay competitive. It's even more "this build is the best build and if you don't have this build don't even bother trying" than the base game. How I think a lot of us envisaged Engineers before the beta was as a system for producing customized (that is, not RNGineered) weapons and modules that are sidegrades from the base modules. What we got is an altogether unpleasant and poorly conceived RNG-based system that forces us to grind for hours on end to get modules that are straight upgrades to the base modules just to stand a chance in pvp. What's more, it's behind a paywall, so if you don't own horizons you're basically screwed. Maybe I don't speak for everyone but I know that simply ramping up the level of grind in exchange for ever more overpowered modules is not my idea of fun.

You clearly don't know how to have fun the right way. Sandro said so.
 

It would help if some of the special effects were not so unbalanced, but even ignoring those I still don't exactly like that all the mods are straight upgrades behind a wall of grind. Real customization (i.e., unique modules free of the RNG grind that aren't just better.) I want shields with four times the regen speed but a quarter the capacity (think bi-weaves on steroids). I want turrets that are impervious to chaff but can't hit targets more than 1km away. I want powerplants that never malfunction and operate at full capacity even at 0% but only have three-quarters of the capacity of a normal powerplant. I want powerplants that offer 50% more power than normal powerplants but make your ship run hot and instantly explode if your heat goes above 130% (like current overcharged powerplants, but much more extreme in every way - both benefits and drawbacks).

For all of the more basic upgrades (i.e., longer range weapons, greater dps, etc.,) there should have been diminishing returns whenever you apply an upgrade (which should not be based on RNG in any way). You can overcharge your beam laser to do 20% more DPS, but it's going to cost you 30% more distributer draw. Or if you really want you can overcharge it to do 500% damage, but it's going to cost you 10,000% more distributer draw. Essentially, you can squeeze more DPS out of it in the short term, but you'll never, ever beat the base weapon for efficiency with an overcharged mod, and the loss of efficiency would become progressively more extreme the more you overcharge it (which would be entirely up to the player).
 
"You!! Yes you at the back! Stop enjoying PVP, that's not what this game is for!!! How dare you enjoy something in an unsanctioned way! Now get out there and explore like a good lad"

Please, the guy is right. Changes trying to balance PvP have ruined the game for everyone, including exclusively solo players.

If you like PvP just stop asking for arbitrary changes and do it the way it is, not the way you want it to be. We should have Nova bombs and WMDs galore and let the PvPers deal with them as they can.

I would love to see a hauler deploy a nuke and take a 'pirate' Cutter with it in a big boom.

No more nerfing powerful weapons because they are not 'PvP balanced'!

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Except it doesn't, it took me a good 4 minutes to take down disable a Vettes weapons and force him to run. (Pre-patch it was taking much less)

Might also be worthwhile having FDev buff Thermal Vent

Exactly. The worst complaint I've seen in this thread is that PvPers have to .. gasp.. run away! It's pathetic.
 
Shields exist for a reason. Anything that bypasses them didn't make a lot if sense. Damage bleed is OK but heat... no. Please just remove all heat weapons from the game. There is just no way to balance them.
 
I would love to see a hauler deploy a nuke and take a 'pirate' Cutter with it in a big boom.

So in fact, your issue isn't so much that PVP balancing (is there any?) is ruining the game but that balancing in general is ruining the game.. I'll think you'll find that many who do exclusively PVE combat would also object to an I win button which makes PVE combat trivial ;-) I don't see any reason in principle why PVE and PVP can't be balanced in the same ways. The NPCs after all have access to all the same weapons.. The difference of course is that NPCs do not currently have access to special effects.. if they did, and they used significant number of heat weapons I think it's fair to say that PVPers wouldn't be the only people complaining about balance.

The issue with heat weapons is that there are very few counters which makes fights very short, and very boring. If the same weapons existed in PVE, exactly the same problem would exist and can you imagine the wailing and gnashing of teeth on the forums? Given how the forums currently regard, even todays neutered NPCs who have to fight on an unfair footing against commanders with superior firepower..

Out of interest can you name any weapon change which has negatively affected PVE play experience? As far as I'm aware, PVErs don't really use heat weapons.
 
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My solution was to just get an Annaconda,

An FDL with super heated weapons just cant burn it. shes too big. Sure if you get a heat corvette or another heat conda youll have the same problems..but most of the griefers, the annoying ones, are flying round in FDLs thinking they are hot      (pun intended) well...worked for me and having a better time of it now.
 
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