Fer de lance and expected python nerf

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Thanks Mike for fresh honesty. I know it maybe doesn't sound so professional, but sometimes complains about nerfs - even when you have clearly explained *why* you nerf it - are getting me too. I understand investments, but if you really wanted to play game to be totally invincible in your ship - not sure this is right game for this.

As for nerfs - I personally expect them to continue till six months after release. Testing yeah, but Python landed too close for release to be fully tested. If I had to choose Python now and nerfed a bit later - heck yeah, give me Pyton now. Same goes with Orca and Dropship - yeah, having no passengers yet is a bummer, but I still love to see those ships around.


I dislike balance shift like nerfs/buffs, usually I am a very latecomer to a game so things got enough time to settle down and I play in pretty much balanced and bug less environment from the get go. It's just that there has been too long since a game like this is released (thanks X series for holding the fort) that I just need to play it. I guess I need to take it on the chin all these running changes.
 
In fact Sandro always use a bit of artistic language to describe hings. Taking them as matter of fact and measure how big nerf will be is a bit absurd. Sandro said Python will be nerfed - and that in fact happened. Nothing more, nothing less.

a tad...a tad (i dont want to try out the word fu... as much as i want). That is not 30% shields and 17% speed.
 

Sir.Tj

The Moderator who shall not be Blamed....
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(even if in my head it seemed perfectly in jest and typical of a Mike Evans post).

Ahh yes, the ones that make the moderating team run for the hills screaming with terror "He's escaped his shackles again".

But, as Mike explained it was in jest so....:D
 
The orca and dropships rely on passenger game play to justify their downsides that hasn't been implemented yet unfortunately.

I have to admit, I don't really care about the whole "Python nerfing" discussion. The one thing that made me happy is that small word "yet" that I took the liberty of highlighting in your post, since it seems to confirm that passenger gameplays is still planned and coming. Was pretty afraid it would have been silently canceled since I couldn't find a single official statement since release concerning this much anticipated (by me, at least) style of gameplay!
 
If the Fer De Lance ends up better than the Python you can just sell your Python.

If you sell all modules first You'll only loose a fraction of the credits from the trade in.

A "fraction" of a Python is a LOT of money, grinded like a gold farmer.
 
Mike, I think it would help the debate a lot if you'd be able to formulate what type(s) of role each ship would be able to fulfill and how you envision what larger ships are capable of in comparison to smaller ships.

I don't subscribe to the view that a lower cost ship should not be able to take down a higher cost ship, given equal skill. There are lots or reasons a specific ship may be more expensive: earning potential (T9 vs Hauler), more versatile, or conversely a superspecialist function, status (the price of a Ferrari is not just the engineering, it's also the brand), or indeed, simply because it indeed "outclasses" something outright.

Anyway, my views on bigger craft in general:
I actually never imagined a big craft being able to keep up with a Viper in a dogfight. In a turning match, a big ship (like the Python) should really have no chance at all against any combat-capable smaller ship. The challenge for the Viper in my mind would always be to have weapons capable of hurting the Python at all and actually get close enough for long enough to kill the Python. The Python on the other hand would have to choose between running, killing the engagement before it got to dogfighting range, or as a last resort, letting the turrets make the Viper give up.

The primary targets for large combat ships should be other large ships, not fighters. If it comes across a fighter swarm, it should flee, or call in its own fighter wing for support.
 
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I dislike balance shift like nerfs/buffs, usually I am a very latecomer to a game so things got enough time to settle down and I play in pretty much balanced and bug less environment from the get go. It's just that there has been too long since a game like this is released (thanks X series for holding the fort) that I just need to play it. I guess I need to take it on the chin all these running changes.

i also like to play polished games, but i also know thsese balance changes from other gamews, mainly MMOs. it's a common and necessary thing.
especially if you think about the 15 more ships that will come and hopefuilly all the gameplay additions, it'S just logic that a lot will be shifted in the future, for quite some time.
 
Why? If the devs think its too good for its price then it will be just fine after the balance change.
If the formula for ship statistics was written including the price. Then the price should be adjusted when the ships statistics change. Alternatively another equal cost attribute needs to be buffed.

(i.e. BALANCE the equation. Not, randomly destroy a ships worth due to crying children.)
 
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The orca and dropships rely on passenger game play to justify their downsides that hasn't been implemented yet unfortunately. For a start I wouldn't have even let the orca be a player flyable ship but that decision wasn't mine to make.


Thank you for that post!

I really dig the looks of the Dropship and thus am rather on the OCD side about her. This will allow me to let go of her. And not expect her to be worth her while for a long while longer.

Which beats OCDing about her and have my heart broken anew with each patch where she doesn't get the buff she'd need to be worthwile now.
 
If the python isn't where FD wanted it to be, might I enquire what did you envisage it to be?
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It's not really a true multi-role like Cobra or Asp as it's jump range limits it's explorer capability. It's not really a hauler as both T7 and clipper can carry pretty much the same amount for half the cost. With speed and shield nerfs an Asp will be able to outlast it, and Anaconda out-hit it.
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Basically with a luke warm Python where is the progression curve post asp or is the intent to own multiple ships to do a different thing?
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For those with trade in mind, the route is simple. Hauler>Cobra>T6>T7/clipper>T9, For a bounty hunter, Eagle>Viper/cobra>Asp??
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Where on the roadmap of ship progression, post nerf would it sit? because that would help us understand the reasoning behind the seemingly arbitrary changes :)
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I would like to guess that the people most miffed by these changes are those who like a ship that can do most things and don't want to faff around with swapping ships each time they want to trade or fight.
 
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A fraction is about 5-6M Cr, which you can earn in about 2-3 hours without any effort having a Python already.
Oh it is effort my friend, Those extra hours need to be approved by the missus, and she is already not a happy camper I bought a USD 1700 PC (we got crazy taxes here) for basically this game, Star Citizen and Shadow of Mordor
 
Oh it is effort my friend, Those extra hours need to be approved by the missus, and she is already not a happy camper I bought a USD 1700 PC (we got crazy taxes here) for basically this game, Star Citizen and Shadow of Mordor

Just tell her that by having bought that PC you will save 2500$ worth of flowers, diners and hotel room charges in 2015 alone. As you love these games so much and have ended your various affairs.... and propose the effective saving of 800$ be split between her and you. And you will be getting the upcoming mining ship Orion in SC with your half...

Can't see what could possible go wrong. ;-)
 
I've got to be honest, I find it hilarious how the Python fan club come out in force to call people "whiners" when anyone even mentions the ship being imbalanced. They are the biggest whiners of the lot... terrified that their OP ship will be rightfully and justifiably toned down. As someone else stated, it literally has ZERO flaws... it is as maneuverable as a Cobra/Viper, it is as fast as an Eagle, it has the fore firepower of an Anaconda and has the strongest shields currently in game (Level with the Conda).

It is too good at too many things and it needs an adjustment. I agree with the maneuverability nerf, with a slight speed decrease on top of that.

As for the FDL, it should sit somewhere between the Cobra & Asp price range and should just essentially be a slightly tougher, slightly harder hitting Viper. Maybe 2 light and 3 medium weapon slots, or the same weapon config as the Asp. All I know is, the FDL will be my endgame ship, I don't want to be flying huge ships that cost a fortune to upgrade & operate.
 
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