@sallymorganmoore did you look into this? Sorry if you replied somewhere else.
No news, it's still being looked into - Sally touched on this briefly in an unrelated "fleet carrier bug fix" thread: https://forums.frontier.co.uk/threa...rrier-services-issue-fix.613947/post-10072028@sallymorganmoore did you look into this? Sorry if you replied somewhere else.
I feel folks have a point in raising that stabilisers and AXMCs demonstrably lowered entry level AX combat (and that's a good thing!). What's annoying though (and that's classic FDev, too) is the way it was (not) comunicated initially, followed by a "we'll be following up tomorrow!", followed by 2 days of silence. It's just painful to watch, like seeing someone repeatedly hurt themselves.Stealth nerf.. Classic Frontier..
Stealth nerf.. Classic Frontier..
I feel folks have a point in raising that stabilisers and AXMCs demonstrably lowered entry level AX combat (and that's a good thing!).
Let's stop beating that poor straw man and leave the sad little thing in peace. This thread's OP, as well as other threads and comments on this issue, are about the lack of communication. It's even in the very first line you quoted, check it outThiswasting a cyclops in 3-4 seconds using a build with 6 shards... and people still complain?
Let's stop beating that poor straw man and leave the sad little thing in peace. This thread's OP, as well as other threads and comments on this issue, are about the lack of communication. It's even in the very first line you quoted, check it out![]()
I think everybody can at least 50% agree with this.Lack of comms between the Devs and the CM Team is quite disturbing, the nerf in itself not so much
Only if you use a ship with more than 4 hardpoints ...The credits nerf seems in line with the increased dps one gets with a class three Stabiliser.
Disappointing to see peeps throwing their toys out of the pram on the subreddit, but let's be honest, that's kinda the culture over there.
It's a very significant boost, +25%, in terms of (burst) dps.
So a nerf by -20% in payout seems perfectly balanced, as all things should be.
If missiles were also non-experimental then it'd result in mostly the same gibbing potential, even just unlimited extra AXMCs might (with large shards), but it could be very close.If they'd just taken the EAX MCs out of the Experimental section then everyone could have added one or two to deal with Scouts whilst keeping the same amount of DPS from 4 Guardian weapons. But no, they had to make it more complicated than it needed to be and add "stabiliser modules" ... and now we have ships flying around insta-gibbing Cyclops' with 6 Shard Cannons so the payouts have to come down!
Really? Okay - maybe I’m off then … I figured the AX MCs would get enough “alpha damage” done quickly enough before the Interceptors panic shields come up?If missiles were also non-experimental then it'd result in mostly the same gibbing potential, even just unlimited extra AXMCs might (with large shards), but it could be very close.
150m for 3 mins of plant scanning is free-er money?6.5 millions for 4 seconds is like free money.
150m for 3 mins of plant scanning is free-er money?
Sally is very very very, efficient and hardworking on noting and sorting all issues and relaying it to the team, super high trust on that.Lack of comms between the Devs and the CM Team is quite disturbing, the nerf in itself not so much
I don't think you get, why people complain.Thiswasting a cyclops in 3-4 seconds using a build with 6 shards... and people still complain?
People complain on STEALTH nerf more, than on fact of nerf.Thiswasting a cyclops in 3-4 seconds using a build with 6 shards... and people still complain?
Well I can see these changes and agree with them as now I have a Krait II with 5 EAX MC's and so 6-8 scouts are a lot quicker.New payouts info taken directly from AXI discord
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Welp, that's a certified FDEV moment