I mean as you can see you both recked your modules xD But the point is if i had a hot plasma build in that fight in such a ship i would just die bc of the module damage by heat
I mean as you can see you both recked your modules xD But the point is if i had a hot plasma build in that fight in such a ship i would just die bc of the module damage by heat
why do you see gimballed multis as a problem, just have double chaff or even one chaff and very high combat speedimo gimballed multis kill everything... even a wing of srb rail builds with good pilots will easily win against a wing of plasma pilots... the new plasma chargers make evading impossible, but they dont deliver as much damage for their energy in wep cap. There are multible bulds that i with my 5 pa fdl would have no chance against... even with tc
You can not effectively ram a target that is flying away from you. Only if its like super slow and not engineeded. Also I would ram with a srb fdl too... only thing is i have a massive dps of 320 (4x80) (without the multcannon so you can shoot for 30 sec with 4 pips in weap cap). Also you dont have tc from the begining so you wouldnt have a alphastrike of more like 700- 800 dmg with less follow up. The srb rail build can provide 900 dmg in the time a plasma build shoots once and rams and then the rail fdl can still ram...@galahad2069
nope, cause related to SRB Rails they are not hitscan. or in other words. to release the full damage power of srb rails one has to keep his target in a range of 1 km or less. this will be a major problem for the majority of all pvp fighters and it could even be countered with jousting and a high alpha damage build.
even a 4 rail srb fdl, related to a ganking attack on a sitting target, deploys only about 280 damage each 1,5 seconds and this can be only achieved with a build with lots of heatsinks. there is definitely more time to escape for the victim compared to a TC Plasma Ram attack of an FDL which can deploy 1500 Alpha Damage in the worst case.
so i really see no problem at all if Plasma TC damage gets lowered in a reasonable way.
because im always first focus and if i would have 2 chaff i would end up with a shield of like 1.7k. also noone uses multis in the higher skill levels because you cant learn anything from them, bc they are too easy to play and also over time its extremly boring... fixed multicannons are the real deal thowhy do you see gimballed multis as a problem, just have double chaff or even one chaff and very high combat speed![]()
2.6k with about 25% thermal https://s.orbis.zone/hhiibecause im always first focus and if i would have 2 chaff i would end up with a shield of like 1.7k. also noone uses multis in the higher skill levels because you cant learn anything from them, bc they are too easy to play and also over time its extremly boring... fixed multicannons are the real deal tho
sry wanted to quote in the last msg. But ye... i still want to have a chance....2.6k with about 25% thermal https://s.orbis.zone/hhii
3. Fdev explicitly stated "damage will also be correct" in the patch notes of update 9.
ye they broke horizons pretty hard :/They also stated they fixed the firegroups in 9.02... and in horizons it is still broken![]()
On PS4, don't know if it's global, but is on mine, fire groups don't work anymore. Tried rebooting the game, no luck. The selected head look button doesn't work anymore, whatever key you select, it does nothing, and last but not least, orange sidewinder error when relocating carrier in the same system while going into supercruise. That's all of the issues I have today.Greetings Commanders!
At the time of this post (16:15 UTC), our servers have just gone offline while we roll out a hotfix. Downtime is expected to last approximately 30 minutes so feel free to check out which changes are coming while you wait:
Fixes: Odyssey
- A stability issue encountered while cycling through Fire Groups was fixed.
- A stability issue when Commanders fly over planetary surfaces was fixed.
- A crash while encountering Guardian Sentinels at Guardian Sites was fixed.
- A stability issues caused when opening the Orrery View in the System Map was fixed.
- An issue preventing Commanders from restocking ammo for the Scorpion SRV after being destroyed was fixed.
- An issue affected textures on the Scorpion turret (while being used) was fixed.
Fixes: Horizons (PC & Console)
- A stability issue encountered while cycling through Fire Groups was fixed.
- A crash encountered while attempting to access modules in Outfitting was fixed.
- A text error regarding a new Community Goal-related commodity was fixed in English and French.
- A crash while encountering Guardian Sentinels at Guardian Sites was fixed.
- A stability issues caused when opening the Orrery View in the System Map was fixed.
Known Issues
The above fixes are designed to address the bulk of stability-related issues that arose following Update 9. We’re aware of other issues and are currently planning how to address them. They include but are not limited to:
- Hostile ships not being correctly marked on the radar
- Some deceased NPCs cannot be scanned or analysed
- “Floating” Guardian Materials at Guardian Sites
- The on-foot tutorial not completing
- Multi Limpet controllers having more mass than Commanders expected
- The Scorpion SRV is affected by texture issues around the chassis
The team is continuing to work hard on investigating issues and implementing fixes. As always, thank you all for your feedback and issue reports.
O7
i placed a like, but we are still in a situation where ships can stay in heat ranges of > 500% very long with keeping full combat capabilities.I can see why a linear thermal conduit scaling would be cool but i still see that the meta will be heavily shifted towards lower skill weapons. If i would make this thermal conduit scaling a thing i would let it scale it to +75% damage so every faction could be happy... the everage dmg of tc is lovered by 7,5%, the most hard to play weapons wouldnt lose in importance (maybe only a bit) and there is a heat scaling (which is a cool new mechanic). This whole upgrade would also meen that in order no not lose dmg from this state today and this +75% scaling you would need to be above 148% and below 160% bc of the heat damage wich would lift tc to a even higher skill level... ITs truely a win win solution for everybody...
That's just a part of what he said though, taken out of context. There's another important aspect of it, namely the broken heat damage issue.even yamato confirmed here in forum not long ago that TC is very broken. so much for the "echo chamber"
i disagree here. i would go any bet that you will not see full srb rail fdls widely used in organic cause its not so easy to keep the target 1km or closer. landing PAs is much much more easier.The only reason why this much worse meta is not omnipresent is ironically the thermal conduit experimental on plasma accelerators.
I was talking mainly about organized PvP, not organic, but with PA's you need to be able to keep just as close to make use of their full damage potential.i disagree here. i would go any bet that you will not see full srb rail fdls widely used in organic cause its not so easy to keep the target 1km or closer. landing PAs is much much more easier.
at about 1.2 km long range rails do already more damage then srb rails cause of the damage fall off.
the rest what you wrote is correct. but i dont expect the developers will do a full balance approach with overwork of heat mechanic but i hope they will at least tell us now which mechanic is working as intended (we tried to ask at the correct places) and if not they correct the damage bug.