In the wake of the TLB nerf...

So I won't go into my list of gripes with this nerf and exactly why FDev made a big ol' whoopsie with this. You all know the score.


We'll be looking at the return of reverski railspam seeker FDL's only now with 3.0's stupidly OP engineering! Yay! (Retches)


I'm writing this to propose either re-buffing TLB to actually be fit for it's intended purpose. (Stopping missile/rail spam) As opposed to there being a 6 second window for matey to spam 300 spackhounds at you) Or to nerf the seekers into the ground. (50% reduction to module damage from seekers, 75% from packhounds).

Aimbot weapons do not make competative gameplay fun, nor do they push people to improve. Fights become overly predicatble, boring and now that missiles are one again scrub mode ez win kings this will persist.

Moreover.. That utter cancer that is emmisive, is stilll a 30 second timer on a hull tank if hit with one missile, so you can break that missile lock, three times in thirty seconds realistically, so within that time, your FAS is most likely not going to work anymore. Bye bye further build diversity other thank shield tank FDL.


Lets get this in line with some reasonable form of balance.

Either nerf missiles. (Proper good old Fev nerf where they go wayyyyy to far please)

Remove emmisive. It actually has no business again, in a skill based game. Apart from seekers, it is straight up the biggest crutch effect going.

Or reinstate TLB to at least a somewhat revelant state. (2 second cooldown so it can still be used to counter the two above tactics. You know, What it was meant to do.

o7
 
Last edited:
I suggest anyone participating in the distant gank 2 start using seekers now if they want that to be nerfed.

Actually a good idea.
But yeah, seekers have barely a defensive except for a shield. And then, PDTs don't hit psckhounds and ECMs recharge too long to disrupt more than 80% of missiles. And missiles have a 100% hitrate and emissive on top (well seekers).
 
Either nerf missiles. (Proper good old Fev nerf where they go wayyyyy to far please)

Missiles are pretty weak already. Very low DPS and very low ammo capacity... if anything they would require a buff to be more than a very situational weapon. In open you never know, what build your next oppnent has... if he has shields, your missile hardpoints are pretty much wasted.

Remove emmisive. It actually has no business again, in a skill based game. Apart from seekers, it is straight up the biggest crutch effect going.

That's something I'd support. TbH I would be happy if they removed ALL weapon experimental effects. Most of them are either OP or useless anyway.
 
Missiles are pretty weak already. Very low DPS and very low ammo capacity... if anything they would require a buff to be more than a very situational weapon. In open you never know, what build your next oppnent has... if he has shields, your missile hardpoints are pretty much wasted.



That's something I'd support. TbH I would be happy if they removed ALL weapon experimental effects. Most of them are either OP or useless anyway.

They are in terms of Vs hull DPS but thier Vs module damage is high enough to render a ship mostly non functional after a few decent hits, even with MPS.

But yeah, i'd almost agree, but I would say things like thruster performance, FSD range and such like stuff should remain with the exps' They add a little more detail to the overall ship setup. But yes, provided they were to reasses and rebalance the countermeasures we already have. (Multi stream PTD's for spackhounds, Auto ECM with a % based multiplier, chaff to affect missile lock etc) I'd be very happy to see the effects removed aswell. But as they are, cutting TLB out the equation does indeed mean the reurn of rail/seeker spam FDL's. And we all know what a cancer that was.
 
Back
Top Bottom