Update 9.01 - Patch Notes

imo 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
why do you see gimballed multis as a problem, just have double chaff or even one chaff and very high combat speed 🤔
 
@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.
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...
 
why do you see gimballed multis as a problem, just have double chaff or even one chaff and very high combat speed 🤔
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 tho
 
TC will be closely looked at now. if the manufacturer says the 60% are working as intended so be it. but if they say no thats a bug and correct it we will have to addapt. and i personally can only see huge advantages if the TC damage is lowered and capped at about 30% as it was in the past with liniar increase starting at 101%.

and of course you can use tc from the very first shot atm. there are some tricks how to achieve this.
 
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...
 
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
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.
 
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...
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.
if the damage would be even increased then the heat damage on modules would need an overwork as well imho. otherwise people would just heat up their ships to ridicilous high levels and abuse the full damage of TC in a even worse way as now.
 
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even yamato confirmed here in forum not long ago that TC is very broken. so much for the "echo chamber"
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.

Let me describe how we ended up in the current situation.

1. The story began with the infamous heat bug. In 2018 there was a bug that resulted in your modules suffering extreme heat damage whenever there were a lot of people in the instance (basically the damage scaled up with the number of players in the instance).

2. Fdev "fixed" this bug the fdev way: instead of a proper fix they just implemented a lazy workaround. Basically they just dialled down heat damage to negligible levels.

3. A bit later they changed TC to its current form (it indeed used to scale up linearly with heat a certain way, now it's a flat 60ish % damage buff above 100% heat). Whether it was an intended change or just yet another bug we cannot know for 100% sure, since fdev virtually never provides us with exact specifications about certain game mechanics.

The main problem is not TC itself, it's fdev's nonexistent QA and their lazy bugfix policy.
Their shoddy workaround not only made TC a viable experimental on PA's and beam lasers (since you don't need to worry about losing your modules to heat, you can make use of the full damage potential of TC), it also gave birth to a new meta by making SRB rails viable on prismo FDL's (before that, 4 SRB rails were only viable on biweave FDL's not prismatic ones). The only reason why this much worse meta is not omnipresent is ironically the thermal conduit experimental on plasma accelerators.

Nerfing TC in itself would not solve this issue, it would just make it much worse. If you want to fix this situation properly, you'd need to fix the whole heap of bugs, starting with the original heat bug. Then (and only then) could you restore heat damage to the original levels, and only after having all the above done could you nerf TC without breaking what little balance we have left in this game.

Realistically speaking, the chance of fdev being capable and/or willing to pull that off is infinitesimally small. That's why I'm saying that it makes much more sense to keep the status quo as it is.
 
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The only reason why this much worse meta is not omnipresent is ironically the thermal conduit experimental on plasma accelerators.
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.
 
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.
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.
There is a reason why neither SRB rails nor TC PA's are the most effective gank builds. If your purpose were to make it easier for gankees to escape, you should ask for a nerf of ramming frag Mambas (for example). TC has very little to do with efficient ganking.
 
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