You could still boost, but it made it like you had 0 pips in eng.
...Ah. Though if I actually did have 0 pips in Eng, I'd soon lose the ability to boost anyhow due to lack of charge, so I can see the logic.
You could still boost, but it made it like you had 0 pips in eng.
I have a of experience with the effective use of PD and ECM. Escaping will be the same as it always was. Impossible for some and dead easy for others.
...Ah. Though if I actually did have 0 pips in Eng, I'd soon lose the ability to boost anyhow due to lack of charge, so I can see the logic.
We can debate whether or not PD/ECM is sufficient and worth the build sacrifices (it isn't sufficient IMO, and only worth the sacrifice on big 3 / t-10) but that's not the root of this problem.
The root of the problem is that an incredibly strong effect is being added to two of the lowest skill weapons in the game, with either no counter (my opinion) or difficult & build expensive counters (your opinion).
Landing a single pellet of a frag is very easy, and seekers/hounds literally do all the work for you, just point your nose at the other ship and press the win key.
That is the core of the problem, it's much like how hounds have rendered hulltanks non viable - except now it will apply to all ships. A no skill click-to-win sort of dynamic being thrown into the mix, rendering all other mechanics much less viable (notably the ones that are more fun and/or require more skill).
LOL!6xPDT FDL?
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LOL!
I actually have quite a few thoughts on counters, the problem isn't that there will be no counters, but they all encourage boring cheesy tactics like reverski, ridiculous huge shieldtanks (or maybe even hulltanks with double braced everything carrying torps/hounds/etc/PDT). Reverski racers. Just nonsense PvP like that :-(
I also really think shield tanks are in for a worse time than people are giving credit for, much worse than people are giving credit for. A mamba with 2xC3 torps, 2xC1 drag seekers, and something big and murdery on the C4 is now a much more powerful shield tank ganker machine requiring almost no skill and stupid reverski nonsense. PDT might offset this but eh...
I agree entirely.
But I also already have a bunch of torps, pacifiers, packs, you name it, engineered up and ready to go.
I might as well try 'em out.
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My drag packhounds will be happy.
Assuming I can get a pesky lock on my target before they're back on my tail again. Lol
Is it certain that there is no cool down and no counter?
Don't think I'm missing anything.
Good. Drag Munitions were useless and never seemed to work as intended. Hopefully they are fixed now.
It kind of IS the newbie update, isn't it? Only fair to makeWe can debate whether or not PD/ECM is sufficient and worth the build sacrifices (it isn't sufficient IMO, and only worth the sacrifice on big 3 / t-10) but that's not the root of this problem.
The root of the problem is that an incredibly strong effect is being added to two of the lowest skill weapons in the game, with either no counter (my opinion) or difficult & build expensive counters (your opinion).
Landing a single pellet of a frag is very easy, and seekers/hounds literally do all the work for you, just point your nose at the other ship and press the win key.
That is the core of the problem, it's much like how hounds have rendered hulltanks non viable - except now it will apply to all ships. A no skill click-to-win sort of dynamic being thrown into the mix, rendering all other mechanics much less viable (notably the ones that are more fun and/or require more skill).
I believe Drag Drives don't have a cool down right now and there's no indication one is coming. Missiles and Seekers can be countered by Point Defense and ECM but the effectiveness of such is very dubious. Regular Frag Cannons don't have a hard counter besides staying out of range and Pacifiers can shoot out to 3km, IIRC. Only takes a single pellet to apply the effect which means they basically cannot be countered.
Don't think I'm missing anything.
Bottom line is: whether they roll back this decision today or in 5 weeks, someone still greenlighted a change that
1) nobody ever asked for
2) everyone who's minimally acquainted with combat thinks is a very bad idea.
What does this say about Frontier's design of the game?