Only 10s cooldown on the drag effect? Nice job.

But they do if set to fire at your target and you target the munitions. To be honest, I've practiced shooting down missiles with screening shell, it didn't work very well, a lot of people let loose at range that leaves you no options. It's better to turn your ship so they hit an area that has few modules, or outrun them if you can.
 
I think in "theory" the new effect is a good addition. But as others have said it's badly balanced. If the new drag effect could only be added to seeker missiles (excluding pack hounds, as these don't need a buff) this could be a good addition to a pirates arsenal, because there are also reasonably working counters to seekers. Dragging Seekers in combination with FSD Reboot Dumbfires would give some time to use hatchbreakers, and point defences would become a good investment.
 
I think in "theory" the new effect is a good addition. But as others have said it's badly balanced. If the new drag effect could only be added to seeker missiles (excluding pack hounds, as these don't need a buff) this could be a good addition to a pirates arsenal, because there are also reasonably working counters to seekers. Dragging Seekers in combination with FSD Reboot Dumbfires would give some time to use hatchbreakers, and point defences would become a good investment.
Indeed. I completely understand a lot of the reasons behind such a change, but given that the top level of combat is all about speed it changes everything overnight.

There's one glaring indicator that this was a bad choice. Assuming the entire community doesn't completely boycott it and nobody uses it (that is coming, watch this space), it is required outfitting on any pvp ship, just in case the other guy has it. As I say, gamewide boycott is coming from pvpers anyway, they'll be considered cancer like heal beams.
 
But they do if set to fire at your target and you target the munitions. To be honest, I've practiced shooting down missiles with screening shell, it didn't work very well, a lot of people let loose at range that leaves you no options. It's better to turn your ship so they hit an area that has few modules, or outrun them if you can.
I just asked because I accidentally precision-marksmanship-John-Wick-style shot down one of Phisto's seekers with my screening shell Pacifiers when we tested the effect yesterday. We all laughed a lot.
 
Yeh, when you use a lot of frags (even without screening) against packhounds, you will generally shoot a few down on those nose to nose passes. I shot a Thargoid caustic missile with a (undetonated) flak launcher about 10m from hitting my cockpit the other day, that was sweet... 😋
 
[...]but given that the top level of combat is all about speed it changes everything overnight.
I completely understand that. I just randomly dabble in PvP from time to time and I can see the problem in making evasions essentially useless. On the other hand a change in rules isn't per se a bad thing and I wonder what will emerge from this change, if it gets a balancing fix. To make this clear, I'm neither advocating for the drags or against them, I'm more interested in what might emerge out of this.
At this point I assume that the experimental will stay, but that it will be stripped from frags. This might at least weaken the shield booster stacking, by forcing combat loadouts to consider point defence. But my experience against seekers is limited, so take this with a grain of salt.
 
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I think it should be a new effect, rather than a change/addotion to an old one.

Boost disruptor missiles that dont also apply the drag effect would be a better balanced aproach i guess. And keep drag as it was. This would give the effect a counter as it would be available only on misslies and they have a counter. And dragfrag cannons would still be effective but not to the tune they are now. It seems the big issue is that frag are un counterable in terms of aplying the effect.

Not that a 33% reduction to permaboost ships isnt welcome and a change to the meta is always welcome after months of the same old builds. I mean if everything is un balanced.. everything is balanced. Just got to make lasers op now and we might start to get there lol
 
I completely understand that. I just randomly dabble in PvP from time to time and I can see the problem in making evasions essentially useless. On the other hand a change in rules isn't per se a bad thing and I wonder what will emerge from this change, if it gets a balancing fix. To make this clear, I'm neither advocating for the drags or against them, I'm more interested in what might emerge out of this.
At this point I assume that the experimental will stay, but that it will be stripped from frags. This might at least weaken the shield booster stacking, by forcing combat loadouts to consider point defence. But my experience against seekers is limited, so take this with a grain of salt.
On the contrary, players (in PvP) will not invest in useless soft counter like PD or ECM (does not work against FRAG anyway). Shield boosters are already the best defensive module in the game. So the best ship are those with a lot of utility slot and a huge shield ratio like the already meta FDL. The drag modification just killed already dead Hulltanks but also hybrids and promote prismatic + heavy duty skill booster stack loadout while flying in the most boring and low skill way : 4-0-2 reverski.

Some are complaining about perma-boost not realizing that it was possible in stock FDL but most importantly, it is what makes dynamism in combat.

If FDev wants to nerf permaboost in order to make it more skill based around pip management like it was pre 2.4, then reduce the power distro recharge ratio or increase the boost cost.
If FDev wants to promote diversity in utility slots, nerf shield boosters and shield like it was proposed in the very good 2.3 beta 2... but we know how it went...
And buff PD drastically to be a hard counter to missiles, remove ECM and make chaff disturbing the locking process. Easy weapon to use, easy to counter.

sry for the edit after the rep
 
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You say further down that you're not serious, but I actually agree with you, as a lot of SEs are magical. I'd be happy if SEs were erased, if some of the more "logical" ones would automatically be applied to certain weapons. Forced shell effects on all cannons, for example, because when a boat gets hit by a big shell, you bet grandma's bonnet it gets knocked around! Beam lasers should automatically cause heat on the target to rise, because you are cooking them with a laser, LOL. Perhaps all burst could have a bit of shield 'bleed through' due to their fast speed. All rail guns could be superpen, because I would just assume they would be anyway. Etc.

As for MCs, cannons, and other ammo-based weapons, have it so you buy specific ammo types, like you do for REAL GUNS (corrosive bullets, incendiary, etc). Ditch the OP rounds like emissive. No engineering required, and it offers more flexibility!

Long story short, I think you are on to something, but sadly Frontier will never actually do this.
I quite like the idea of severely restricting special effects.

I'm not a PVP'er, but I do like trying out the different weapon special effects. However, even I can see that ship with lots of hardpoints can become massively overpowered as a different special effect is applied to each hardpoint.

I think FDev should just restrict it so that you can only have 1 special effect per ship, rather than per hardpoint. That would encourage players to create some really specialised builds then.
 
I guess when they said they're looking for someone with hands-on experience they weren't talking about armchairs. :p

I used to work for CCP, the makers of EvE Online, which means I have "hand-on" experience working on a space MMO as an established franchise, but also established code base, specifically in the Quality Assurance and Design depts. Not to mention 10 years of general project and team management. So yeah..... Not exactly armchair deving.
 
Indeed. I completely understand a lot of the reasons behind such a change, but given that the top level of combat is all about speed it changes everything overnight.

There's one glaring indicator that this was a bad choice. Assuming the entire community doesn't completely boycott it and nobody uses it (that is coming, watch this space), it is required outfitting on any pvp ship, just in case the other guy has it. As I say, gamewide boycott is coming from pvpers anyway, they'll be considered cancer like heal beams.

Sadly we (PS4) can't even get full boycott on healies, there are still a couple of wings that run them. I imagine there are similar crutch wings on every platform.

I feel we'll only be able to have the boycott apply to prearranged PvP, or chance encounters with pilots whom are already your friends and you know won't run this kind of garbage for competitive PvP.

But for "in the wild" PvP drag is going to become a requirement because I don't trust randos not to use garbage-tier cheese builds. I run in to then all the time already (for instance on PS4 there's a clogger who regularly trolls shinrarta in a prismatic t-10 with 8 seekers, 8 SBs, and 3 GSBs and then pats himself on the back that medium hybrids and hulltanks can't beat him) and doubt this will be any different.
 
First preliminary testing is done and many combat veterans I spoke with share my opinion: The effect is absolutely overpowered now!
Yes, due to the cooldown of the effect it seemingly cannot be applied permanently (thanks for leaving that piece of info out in your communication in the first place FDEV!) but this will not help traders and explorers to get to safety quickly enough. If you use it right, 3 out of 4 boosts can be suppressed. Gankers and Griefers are already rejoicing while loading up on drag-frags and drag-hounds.
This change is as bad for PvP combat as many expected and will lead to evermore inflated healthpools, rewarding easy to use gimballed weapons and seekers while punishing skillful evaders with fixed weapons. Most veterans know how important boost timing for effective and dynamic flying is. If you can't do it at the right moment, you are screwed.

And the most crucial point still stands: FDEV has made it a lot easier for Griefers and Gankers!

It is disgusting! This needs to be reverted!
 
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Well they listened! Who can believe it! Turns out crying on the forum does work.

Guess the meta is staying the same.. for now.
 
Hello Commanders,

We have been monitoring the feedback you've been making here on the forums, across social media and on the Issue Tracker. We wanted to give you an update on some of the concerns and bugs that have been raised.
  • Drag Munitions
    • Based on your feedback, we will revert the change that we made to Drag Munitions, changing them back to how they worked prior to the April Update. However, this is something we may look to revisit in the future.


  • Still not clear why they were even considering it - what they wanted to achieve....
 
This Drag-ammunition thing is completely nonsense! Nobody will be able to outrun the griefers & gankers any more! FD = FailDev !!!
 
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