Update 1.1 - The Nerf Update?

It came as a bit of a surprise to find the capabilities of my Cobra 3 had some what diminished after the 1.1 update.
Shield cell capacity reduced and the hardpoint weapons now heating the ship to burning point.
The shield cells also take an eternity before they do there stuff.

It's no wonder they didn't let us have our current ships in the 1.1 beta testing.

I hope they reconsider some of the changes in another update soon.

PUNCHDRUNK
 
I hope they reconsider some of the changes in another update soon.
No chance) In FD think that players need a little challenge in dogfighting. In 1.2 your weapons will cause damage to your internal modules. Be prepared)
 
The changes brought much needed 'risk and thought' to the game.

It still isn't quite elite dangerous but it isn't elite daycare anymore either.
 
The changes brought much needed 'risk and thought' to the game.

It still isn't quite elite dangerous but it isn't elite daycare anymore either.

Is there a tectic to handling that? I have the 500k beams on my Cobra and experienced overheating, is it just simply buying the heat dump thingy?
 
Is there a tectic to handling that? I have the 500k beams on my Cobra and experienced overheating, is it just simply buying the heat dump thingy?

Not really. You will probably have to find a new mix of weapons to make up for the increased heat.
The good news is that everybody faces this, though larger ships do so to a lesser degree and it rebalances combat pretty nicely I have found so far.
 
You could have tested any ship in Beta 1.1. E.g. I was testing a Python in the same configuration I had it in 1.07.

I think that FD has done great job balancing shield cells. 5 second delay is not that long, all you need is to use them in advance. Immediate recharge as in 1.00-1.07 was like cheating. Now more skills are required to use them. Shield cell banks power drain is also a nice change and you need to manage the modules now if you have shield cells.

Heat generation is also a good change. Change the weapon load out so that firing won't cause overheating. Moreover heat generation was significantly reduced in 1.1 compared to Beta 1.1.

Larger ships have less issues with overheating and SCBs compared to smaller ships but IMO that's the way it should be.
 
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Is there a tectic to handling that? I have the 500k beams on my Cobra and experienced overheating, is it just simply buying the heat dump thingy?

I have the same beams and they don't overheat, unless at nav point close to a star (and even then I have to fire a lot). But I only fitted two, do you by chance have four?
 
It's been loads of fun in combat since 1.1, the AIs are better and it's about using tactics and skill rather than just spamming chaff and shield cells. I've actually had to go FA off against NPCs which wasn't required previously and an Asp took my Viper down to 33% hull before I dropped him. Great stuff.
 
I hope they reconsider some of the changes in another update soon.

PUNCHDRUNK

I threw my Bounty Hunting toys out of my pram on Wednesday... I have since reclaimed them as recent hours of combat have proved to be just as profitable as before but way more fun and engaging.
 
Is there a tectic to handling that? I have the 500k beams on my Cobra and experienced overheating, is it just simply buying the heat dump thingy?

I have these beams and I have only seen the overheat warning once. I haven't needed to to use heat sinks, but I have them anyway. I tend to fire in 1-2 second bursts together with multi-cannons when the shields are down.

The module damage mechanic in 1.2 will be interesting to handle, depending on the warning system.
 
Thanks everyone for your feedback to my post. This is the first opportunity I've had to reply.
Yes I did read the patchnotes and I knew the things I mentioned above would be affected. It's the extent that I have issues with. I now have to reconsider the fit out of my ship, re-find the decent star ports with the decent equipment, etc. It's like one step forward and two steps back.
The beta test I had gave me a Sidewinder with 90,00 credits, in a star port with no shipyard and lousy outfitting. I understand that they wanted to direct the beta test in a certain way, and I assume this was to test the commutative missions. There was not enough time to find a decent ship, outfit it and test the effects of the nerfs.
There are other areas of this game that are in need of attention far more than changing the ship parameters. (The permit mission thing comes to mind. I don't think a fix for that is going to be coming any time soon from what I have been able to read. I think it must of been something left over when they decided not to do a stand alone version. But lets leave that for all the other threads about it).
PUNCHDRUNK
 
I noticed the small combat nerf to the cobra. I compensated and i still get kills quickly by always targetting a subsystem usually power module or drive or fsd, they drop much quicker regardeless of target type
 
It came as a bit of a surprise to find the capabilities of my Cobra 3 had some what diminished after the 1.1 update.
Shield cell capacity reduced and the hardpoint weapons now heating the ship to burning point.
The shield cells also take an eternity before they do there stuff.

It's no wonder they didn't let us have our current ships in the 1.1 beta testing.

I hope they reconsider some of the changes in another update soon.

PUNCHDRUNK

Whereas you may have just had a single shield cell fitted and used it the way it was originally intended - other people packed in a load in order to create a ridiculous level of shield tanking beyond what was originally intended. I suspect the changes are in response to that. As for heat management - it's been on the cards for a long time.
 
Thanks everyone for your feedback to my post. This is the first opportunity I've had to reply.
Yes I did read the patchnotes and I knew the things I mentioned above would be affected. It's the extent that I have issues with. I now have to reconsider the fit out of my ship, re-find the decent star ports with the decent equipment, etc. It's like one step forward and two steps back.
The beta test I had gave me a Sidewinder with 90,00 credits, in a star port with no shipyard and lousy outfitting. I understand that they wanted to direct the beta test in a certain way, and I assume this was to test the commutative missions. There was not enough time to find a decent ship, outfit it and test the effects of the nerfs.
There are other areas of this game that are in need of attention far more than changing the ship parameters. (The permit mission thing comes to mind. I don't think a fix for that is going to be coming any time soon from what I have been able to read. I think it must of been something left over when they decided not to do a stand alone version. But lets leave that for all the other threads about it).
PUNCHDRUNK

In the beta, the stations that sold ships did so at a low cost. 100cr for a cobra.
All the items that changed were sold at 100cr for testing. Then they had the python released at 0cr.

The changes were a neccessity. There was too much meta in the game, if you didn't run SCB before, then you had a disadvantage against someone who did have them. They wanted to remove that, and allow for people to run with more diverse setups.

The heat management changes are also a welcome change. Heat management was basically non-existent pre 1.1. With this change if you run a full laser loadout, then you'll need to either control the rate of fire, or adopt some heat sinks into your build.

It's all there so there are more diverse loadouts, and people are not always running the same thing.

Like dumbfires. These were incredibly broken, that it spoiled the game.
 
Thanks Everyone. Great feedback.
I re-thought my setup on the Cobra and achieved a better balance. (Yes I had 2 pulse + 2 beam lasers). I have become use to using the shield cell bank earlier than what was needed before.
I have upgrade to the Asp now and so far I enjoy it. (Though repairs are expensive, but you would expect that). It's a good all-rounder.
I'm looking forward to Wings in the 1.2 update. (And some wishfully hoping they get around to fixing the mission problems that are being experienced by everyone).
PUNCHDRUNK
 
In the beta, the stations that sold ships did so at a low cost. 100cr for a cobra.
All the items that changed were sold at 100cr for testing. Then they had the python released at 0cr.

The changes were a neccessity. There was too much meta in the game, if you didn't run SCB before, then you had a disadvantage against someone who did have them. They wanted to remove that, and allow for people to run with more diverse setups.

The heat management changes are also a welcome change. Heat management was basically non-existent pre 1.1. With this change if you run a full laser loadout, then you'll need to either control the rate of fire, or adopt some heat sinks into your build.

It's all there so there are more diverse loadouts, and people are not always running the same thing.

Like dumbfires. These were incredibly broken, that it spoiled the game.

All good points Flappers.
I just couldn't put in the time needed to go through getting a better ship and the out-fittings. I thought that part of the game was already sorted and functioning ok within the proper game and was not necessary for testing with the 1.1 beta. (Willing to except that I'm wrong about this).
PUNCHDRUNK
 
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