Beta Closing Statement

Hello Sandro...
I must congratulate you on a (what I've seen so far) very good 're-balancing' act.
I am loving the fact that I now have many, many options as far as weapon loadouts are concerned.
The reintroduction of beams has actually got me excited! But I'm sure you will now find lots of CMDRs using lots of different recipes for different roles. I also like that certain special effects have been made not as significant as before meaning We now have options we didn't have before, and for this I thank you.
 
While disappointed with no big changes to the current shield meta (if not improving it while leaving it as is at the moment), I still have strong respect for FDev at the moment. This beta has come in with a great deal of excellent changes that are no small feat by any means. Though Engineers wasn't very good all things considered (still isn't, but that can't really be avoided at the moment), there have been MANY good changes from 2.1 and onwards even though there have been some mistakes along the way. These combat changes are a clear first step into improving the enjoyment of the game.

Combat aside, I hope to see changes to missions in the future. Namely, ease of access to missions, because having to fly around to find a specific type of mission isn't very engaging and makes it difficult to overcome barriers of entry to play the game. Meaning, I find myself less willing to play a game because it's obnoxious to find a random mission I'd like to take on that would direct and reward my gameplay style instead of having few hints as to where to find decent missions. Missions of all sorts should be easily accessible from any faction, but those specialized in certain things (IE, smuggling is higher paid by less scrupulous factions) would pay much more, but would still let you scavenge for industiral cargo in typical salvage missions, just at lower pricing. I'm also tired of seeing factions with 0/0 missions available. I personally blame passengers as they take up a lot of mission space, but I hope to see improvements in time.

Great job, I hope you guys continue down this path of making big changes.
 
What if - instead of the arc - the sensor grade affected how well gimbals track, as in how fast and with how much jitter? They all jiggle around quite a bit. I imagine A-grade sensors could jiggle a bit less and grade E could just jiggle a bit more. The typical bounty hunter will use grade A sensors anyway (if they can afford the power) to have more sensor range.
 
Dear Sandro,

I am grateful for this statement. I understand why you felt the changes to the 'Big 3' needed more work.

However, concerning the principal broken part of PvP at present - the absurd TTK on a fully Engineered FdL, especially 1v1 - I am dismayed that 2.2.03 has simply made matters worse.

In summary:

- Overcharged nerfed

- Rapid fire nerfed

- Phasing nerfed

- Feedback cascade nerfed

- Shield regen BUFFED

- Heavy duty booster stacking left as is

In short, damage down, hp up ... so TTK up.

This seems completely counter-productive and runs directly contrary to your own recent statement that it was undesirable for TTK on "unbreakable" FdL's to be so high 1v1 due to Engineers boosting defences by "an order of magnitude" more than damage.

I repeat that the patch has just made the very evil you identified worse.

It is unfortunate and ironic that after high hopes of advancement we have actually just taken a step back.

I really hope therefore that this deteriorating situation can be remedied as a matter of urgency.

Thanks indeed,

Truesilver

Sadly Sandy THIS^^^ pretty much sums it up.
 
Sandro - is the TORPEDO Piercing fixed?????????????? Otherwise it's not worth to play this game in OPEN (without heavy mods and hundred of hours grind)

Shield Piercing and insta kill the Shield Gen is nonsense Check 00:33 of the 1st video for example

.......
.................

https://youtu.be/-ks_yAJ9juk

or this here


https://youtu.be/x50zpf_iAnY
That to video is a great example of someone totally ignoring several incoming torpedoes, and doing nothing to try to avoid them. After they get hit, that person then does nothing to try and repair their shield generator. They then slowly get schooled by an FDL armed with only a single huge MC, since all of the other FDL's hardpoints were then empty torpedoes pylons. Finally, or illustrious corvette CMDR fails to simply return to supercruise when it's obviously about to die, which it could have done at any time since the FDL doesn't mass disrupt it, and has no way to stop it with just its huge MC. How is Amy of this a problem, again? If that 'vette had ECM'd and destroyed any of that first easy of torpedoes, then the FDL would have been completely screwed.
My Corvette went from 5 Gj to 3 Gj in beta. I wouldn't call it "slightly".
Also, shield regeneration speed never mattered for heavily boosted shields, especially prismatics. It can soak an incredible amount of damage, but it can't be recharged in field - you need to RTB in order to recharge.

If you don't like it, then don't use it. I spent about 800M and many hours of grind to get my Corvette, so I kinda expect it to be a goddamn godship.
That's not really how game balance works. The developers have deemed that the current top-end possible for defense is too much, and makes the game too easy. 3GJ of shield is still a huge amount of defense. You'll just need to accept the fact that in this game, the developers don't want the players to ever be completely removed from risk / needing to actually try, no matter how much time they "invest".
 
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Cant believe someone is asking for autopilot because he has kids and cant help them with homework because he is playing. Seriously? Stop playing and pay attention to your brat.

I do, that's the point. If I had auto pilot the ship could be doing that long trip while I do something else. Then when I am actually free to play the game I can actually 'play' and not have to spend my limited time watching the same screen over and over for a hour.
"Great I got a couple free hours tonight...Too bad I got to spend it all aligning/jumping..." And what should it matter to YOU what options I have in the game?? Are you so important that you must dictate to others how they play. Would you have high blood pressure If you knew I was using a optional auto pilot feature. Sure hate to bum you out with how I'd like to play the game... Maybe you should run for office so you can fix all our problems since you know best how each of us should play.
 
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I do, that's the point. If I had auto pilot the ship could be doing that long trip while I do something else. Then when I am actually free to play the game I can actually 'play' and not have to spend my limited time watching the same screen over and over for a hour.
"Great I got a couple free hours tonight...Too bad I got to spend it all aligning/jumping..." And what should it matter to YOU what options I have in the game?? Are you so important that you must dictate to others how they play. Would you have high blood pressure If you knew I was using a optional auto pilot feature. Sure hate to bum you out with how I'd like to play the game... Maybe you should run for office so you can fix all our problems since you know best how each of us should play.

Honestly, autopilot is fine as long as people are willing to accept consequences that come with it.
 
23 months. There's your problem. You expect npcs to be able to compete with a real person with nearly two years of experience under their belt? They're not that smart. You can't expect this game to keep up with the most skilled players, as that would leave out the majority of people. It's unrealistic to expect a continuous challenge, eventually you just get too skilled to find difficulty in anything. Maybe it's time for you to put this game down and move on, if it bores you so much.

Oh - I did take my breaks - hardly logged on for eight months when NPCs were just stationary spinning if they weren't busy boosting into asteroids. Besides me being far from skilled, offering higher difficulty content and somewhat levelling the playing field between NPCs and players wouldn't leave out anyone.

It's all about choice. The problem is lots of people tend to go to haz RES by default regardless of their ship or experience because they offer the highest bounties.
If TTK for an Elite Anaconda exceeds a minute using a Vulture, they rather complain on the forums than considering chosing a lower class of RES. Haz RES being actually hazardous wouldn't take anything away from their esperience as there are plenty of lower class RES to choose from.

Balancing NPCs around one minute TTK for an Elite Anaconda for beginners using a Vulture resulted in the complete elimination of content for medium/big ships, engineered ships or Co-op without any choice but downgrading for those looking for a challenge.

No worries - FD have repeatedly shown they are very inclinced to listen to the 'God mode' demographic as yet again shown in this release, so you got your way since premium beta and will keep doing so.

I'll keep enjoying ED as a relaxing VR-cinema background whilst mining.
 
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It's my sincere hope that this really is just a temporary measure, and as the TTK increase and problems that creates becomes more apparent a better idea of how to address it will come.
 
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Thanks for clearing things up Sandro.

Although I must admit that not going forward with the proposed way Gimbaled weapons usage was dropped, I do understand and symphasize with those against it; after all, the only way to use gimbaled weapons at there fullest was to use A-rated sensors which are expensive and Heavy(for the larges vessels at least).
May I suggest having the sensors (if not other Core/Shield modules as well) of similar classes have relatively the same mass regardless of what rating they are; simply have the ratings reflect the quality of the Sensor. That alone would go along way of making "Gimbaled Weapons performance based on Sensor Ratings" more plausible. Either that or Plan-B: Enable TURRET Mounted Weapons use only on large vessels as needed; all other are restricted to FIXED Weapons only. NO EXCEPTIONS!

Maybe I should start a poll accordingly or something.


I think an ground-up adjustment to sensors is called for, especially if you're hoping to tie the effectiveness of gimbals and auto-tracking turrets to sensor quality.

There was a write up on this many moons ago, though I can't find the link to the specific one I'm referring to. I may do a full 'suggestion' write up on it in the future. Overall, you want to make higher rated sensors more appealing, as they aren't right now. Not to mention, the utility hardpoints are highly prized and the cost is too dear to defence and usability to incorporate active scanners.

The idea is to combine active and passive scanning into the same core module, by allowing for the internal Sensor module to be a la carte upgradable.

Each Sensor module will have 'internal slots' increasing with Rating as well as their range, mass, and power requirements. Every Rating improvement should also allow for an increase in resolving cold targets (I think this already happens or at least it used to in one patch), and improving gimbal and turret auto-tracking.

  • Rating E - 1 internal module slot, stock fit with basic discovery scanner.
  • Rating D - 2 internal modules, first sensor module that allows the surface scan including target's internal modules
  • Rating C - 3 internal modules
  • Rating B - 4 internal modules, first sensor module capable of accommodating Advanced Discovery Scanner's increased range
  • Rating A - 5 internal modules

"Internal modules" refers to the active scanners and their enhancement, like the DSS. Currently, we have 5 types of active scanning modules: Discovery scanner, DSS, KWS, FSWS, manifest scanner. So if you use an A-rated scanner module, not only do you have improved auto-turret and gimbal tracking, improved resolution when targets go silent, but the capability to mount all types of active scanners. The power requirements for doing that should be massive, but maybe those requirements will go a long way to justify the current power requirements of the A-Rated Sensor modules.

Yes, this is a ground up revisiting of sensor modules, but it shouldn't actually change any of the scanning or sensor mechanics.

As for the re-balance when removing the need for active scanners to take utility hardpoints? That made sense when chaff and heatsinks were the only useful utilities, but now ECMs, point defence, and shield boosters are all very useful and integral to a ship's load out. Right now, there is very little reason for players to equip any of the active scanners, which in turn makes most pirates into murderers who won't scan targets. The proposed system also keeps the D-Rated Sensor module the perfect module for explorers, while freeing up internal compartments for more useful kit, such as PVH, AFM, passenger cabins, or refinery modules.

(Another suggestion to tangent for exploration: how about a science lab? Rather than have scientists travel in passenger cabins like tourists, give them a separate science lab, or rather, increase the reward for transporting them with a fully functional lab. You can even include missions like the current Synuefe ruins missions by having half of the planet-based prospecting materials be delivered to the lab. They'll run tests and re-package the samples as you go. It would be similar to the non-existent planetary mining, only you'll need scientist passengers to facilitate it.)

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Guess who just got a +REP?:)

You really should make this post of yours into it's own separate thread aspiringexpatriate for it is a topic worthy to discuss.
 
Thanks for the post Sandro.

The combat crew screaming was noticed, and overruled. :)

Somebody noticed that all the sturm und drang over gimbals was just spinning PvP wheels, and penalizing everyone with heavy sensors wasn't going to fly with traders and explorers.

The shield stacking problem remains, and they acknowledge that it is a hard one to fix.

This could have been posted 24 hours ago, saving uncounted electrons... :)

But, that isn't the Frontier Way. :) Why bother explaining ahead of time?

Why do some insist on confusing combat with PvP? As if combat is some fringe gameplay in the elite series...
 
It won't make it necessary, it would make it useful.

Huh? How does a light weight sensor mod make it any more useful? My response was to the idea that we could keep the gimbal/sensor link if we had light weight sensor mods... Which, we could, but that would make engineering the sensors necessary since many found that having A grade sensors was also necessary.
 
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Huh? How does a light weight sensor mod make it any more useful?

Err, no. You claim it makes engineers necessary. I say it makes engineers useful. And only for those who fly with weapons, but gimballed ones, and can't deal with the reduced arc, and want to reduce the weight.
 
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Hello Sandy, thanks for the update. I feel that these are the correct decisions and lots of kudos for making these decisions.

With all the latest mods in this last patch, IMHO, the game is now truly heading in the right direction and the fun element is returning.

Perhaps the Devs could focus more time and energy in developing the deeper game play rather than tweaking weapons and defenses or better still, develop more new weapons.

Once again, gratitude and please keep up the good work. CMIV
 
I'll throw my own rock in the pond.

Glad the damage of some mods was reduced : it is good for those who don't want to fight, and couldn't run anymore if they just had the bad luck of falling on a trillion dps engineered pirate. I reckon that for those engaging in pvp, and with godlike shields, fights could last forever...

Now about gimbals, I don't know either. Some ships will never be able to maneuver well enough for fixed weapons or ultra limited gimbals, and on the other side they'd lose too much on the current state of turrets. I guess that the 3 types should be looked at, at the same time.

On the shield stacking side, you just reap what you sow. Give players the possiblity to be virtually unbeatable, remove any other alternative (other modules are useless for a fighter) and there you've got it. 5 SCBs, 4 shield boosters. NO, shields should not be the only line of defence as I've read, and one should never be happy to be given one single, only choice. Did everybody just completely forget the possibility to add stealth builds again, not the OP meta we had one time, but one possible playstyle (dead atm)? Does everybody realize that shield stacking is very power demanding, and we could benefit from the power we gain with hull reinforcements? Gosh, my bad, I forgot how power draw is useless now with engineers and our fusion plants capable of feeding 3 NYCs...
This, precisely this, is one flaw of your design. With engineers, you just built higher on the power curve, you went vertically instead of horizontally - and now you just don't know what to do with the empty first floors of the power tower anymore.
 
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