Am F7C Mk2 can have +4000 dps, a Warden in default load out has 3261 dps. Ares Ion has 1875 dps, if you can get the timing right. robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-23-eptu-ares-ion-gun-test-decent-now/6802213
I tested a couple of ships, and from what I saw they have replace laser weapons with presentation laser pointers, and ballistic ammo with airsoft bb pellets... The DPS right now does not say ANYTHING about applied DPS.
The Ares were a pay to win cash grab now that they have that money what they pitched and sold the Ares as no long matters to them thanks for the money!
If the F7C.2 is that powerful, imagine how powerful the F7A.2 will be. My guess is that CIG needs people to play the overdrive event, and buy the F7A-Mk2. Once they have everyone’s money, the F7A.2 “balance” will come.
It's weird. The Ares was totally, ridiculously OP while they were first selling it, then it got nerfed into the ground and mostly forgotten, then it got a buff that didn't make it so OP but was enough to make it fun again just in time for another sale. And now that sale is over, another nerf. I feel like there's a pattern here if I could just see it....
@@Tekjive its true. don't buy any ships with real money. they're the new hotness and then they get nerfed. they do it with other ships. willing to bet the f7a mk2 will have the same thing happen when something new comes out.
They were perceived to be OP because we hadn't experienced them yet. Once pilots started understanding how meh they were, it was easy to counter. Still, a very vocal minority crowd, coupled with some confirmation bias based on not enough data from CIG caused both the Ion and Inferno to be nerfed into uselessness. But blah, back on topic, their pattern of slightly buffing ships to sell them before nerfing them into the ground is almost predatory.
I would up the damage to fully charged shots and allow you to fire non charged by holding down the trigger. Considering the Ares only has 1 gun i would make the normal group 2 the charged shot and group 1 is just normal shooting. That way you can balance each mode separately and raise charged damage to whatever you want, without it affecting noncharged. The two fire buttons also means you can adjust noncharged fire rates. Some of the existing ptu issues seem to stem from them trying to put both the normal fire mode and the charged mode on the same trigger. It would seem if you separate modes then you wont have that issue as you will have different triggers.
This is a great idea. I had been suggesting for over a year they do what they did to it with this update, but you change and allowing for the charge to be held for a short time would make it phenomenal.
One thing I think they need to adjust is for the fully charged shot can be held for a short time. Even 2 seconds would be good. You need just a small amount of time to make a final adjustment to aim the shot before you shoot. Thanks for covering this.
"Where its suppose to be" is having high armor pen but not extremely high damage. The issue isn't its damage, it is that we are missing the system it needs to be viable. It isn't supposed to be a ship that instantly destroys small vehicles, it is meant to be a heavy fighter that is used against frigates and capital ships.
@@MylesJacobSwie BIG SHIPS HAVE MORE HP CUZ THEY ARE LARGER, IF YOU HAVE ALOT MORE HP, THEN YOU WONT BE AS EFFECTED BY SOMETHING WITH CRAPPY DAMAGE. THIS ISNT BRAIN SCIENCE OR ROCKET SURGERY, WHY ARE SC PLAYERS SO FUCKIN DUMB??? THE IOWAS 16 INCH CANNON DOES THE SAME DAMAGE AS A .45 CAL PISTOL DONT YA KNOW, BUT ITS GOT MORE PEN CUZ BATTLESHIP GUN.. -SUBHUMAN SC PLAYER LOGIC
You're the "funny and naive" one. The Ion is specifically designed to destroy capital ships. Idris and bigger. When it takes SIX charged shots to destroy a Freelancer and NINE charged shots to destroy a Taurus the gun is SEVERELY underpowered for what its designed for especially considering the charge time and the fact you can't decide when to fire - you have to make sure your shot is on target in that split second the charge meter fills.
And the fact the power band @ full weapons does nothing?? Ya this ship needs alotmof work, and hopefully not just a Alpha bump when ship sales rounds it’s head, which is what I’m hearing is happening :/
Thanks for all your testing. That you cannot "hold" the charged shot, is very sad. Missed opportunity. I really hope CIG will change that to at least 4 sec. Btw, just noticed that S2 shields are back to bubble. Seems I missed that change, but I like it.
It's cool that they're trying out new things and I think the charge mechanic is a cool idea but I think it doesn't go far enough. Maybe if they changed it into a railgun type thing that penetrates armor so it could be used to snipe components, it would give the ship a more defined role... but until we get maelstrom it's a bit pointless.
They should divide the uncharged and charge shots with a fire mode. You should be able to rapid fire uncharged shots with a 19 round mag. Switch fire modes for charging shots.
This is yet another consequence of CIG not thinking things through. What CIG should have done is to give the Inferno a ballistic cannon and give the Ion a laser gattling. That way, they could've limited the Inferno to around 40 rounds, like the Nova's Slayer cannon, and while it would still one-shot light fighters, it would also quickly run out of ammunition and require frequent reloads, pushing dogfighters to use other, more sustainable ships and only use the Inferno to kill capital ships, as it was intended. An Ion with a laser gattling meanwhile would pose minimal threat to light fighters due to the gattling's spinup time, but the constant DPS would make it fantastic for depleting a capital ship's rapidly regenerating shields, where the spinup time is irrelevant. Instead, CIG wanted their Space A-10 Warthog and didn't care if it would be a nightmare to balance later down the line, so they sold us what they did and now they're stuck trying to make it fit into the game, and it simply doesn't. They are left with a devil's bargain where they either piss off every Ares owner because they didn't give them what they were promised, or they piss off everyone else because the Ion can now one-shot every light fighter and probably 2-shot most medium fighters too, all the while what can't it do? Well it can't deal with capital ships, that's for sure! 30 rounds to kill a lancer? What does it take to kill an Idris, 300? Who in their right mind would bring an Ion to kill an Idris when they could bring an Eclipse or a Retaliator instead? Or even just a Vanguard? But yeah, once again CIG did not think this through. Everyone told them on Spectrum this was unbalanceable even during concept and they didn't listen. Now here we are, and the Ares is literally worse than ever before - now less capable against its intended targets than ever while instantly lethal against the very ships CIG claims they don't want it to be fighting.
The best way how this gun should work is: Increase the charge time and damage. For non-charged, make it automatic, but with low/medium firerate. The range on non-charged should be comparable to Size3-4 repeaters, while the charged shot, now charging... idk.... 5-6 seconds, has a lot higher range, but with damage dropoff, which makes sense, because more energy = higher range, but it also has to loose energy the further it goes. The Ion isn't a ship that goes after small targets. It's designed to pack a punch against medium - large ships
I think the charge mechanic is a good idea how to handle the Ion even if the execution still needs more work. But then again, CIG wouldn't have this difficulty trying to figure out how to handle the ship if they had thought more than "big gun on a small ship is cool".
@friendlyspacedragon7250 the whole idea to put a size 7 gun onto a heavy fighter (and asymmetrical of course) was not thought through. CIG marketing throws wild idea out of the door just to sell. Marketing doesn't have to work on balancing this of course. Also see Redeemer, tomorrow's video. CIG is using agility as their balancing nerf hammer without rhyme or reason, ignoring their very own stats like mass and mass distribution.
@@Camural its a cool idea just a ... really really realllly bad implementation.. for it to exist, CIG must allow the fact that skill / common sense must be required to engage an Ares in a dogfight. it also much be balanced properly, so it can provide huge dps that cannot be easily used against small targets.. concepts cool, but maybe too complex for CIGs current balancing department... Actually im gonna assume they dont have a proper "balance" team yet, its unfair to call much of their efforts so far in that respect professional.
This looks like a good ship to use a rapid fire trigger with. Hold rapid fire on the left stick while you're in the fine manipulation step of getting your reticule into position and once you know you have a good shot you hold in the primary right stick trigger. For the purpose of hitting a fighter they will be getting used to your firing cadence so when you switch it up and land that charged shot they're going to be taken completely by surprise. Absolutely needs higher overall DPS. Make the primary shot semi-automatic as with the shotguns, give it a four shot capacity and a one second regen. Easily achieved 4500 DPS with current alpha without losing the charge ability.
I thought the Ares line is the big ship killer? Can't say it looks that way. Since we have also the Inferno, maybe the Ion should do more damage to shields and less to hull?
To be honest, they are wanting to balance the weapons, if u have size 7 guns doing insane damage, it messes up their data, they will rebalance it. Also to remember all shields are the same shield pool for their size right now, it's all data gathering, just give it time
Question, what attrition weapon , that used heat to increase power. Could you look at the difference between attritions size 5,4,3,2 and THE BEST repeater or canon.
I feel like they should have moved the charged shot to r-click personally so you can hold l-click for non-charged shots. Damage should scale based on charge % at time of release, and maybe 2 seconds of being able to hold it before it fires off automatically. Otherwise, this definitely looks more enjoyable to me now vs post nerf and current live, but I still think the damage needs a slight increase in alpha to maybe 2000/7000 but not too much higher.
look nice for me in dmg gamepaly, what i need to know if he still aim good, before you got an auto not-aiming system and was almost impossible to hit a freelancer at 200m. Could be nice to see the same test in distance of 2000m
How much slower is charged Ion particles that a laser beam in real life? I guess particle beams are simply that, beams of subatomic particles. The idea behind particle beams and colliders is to shoot beams of high energy particles at each other so that when they collide, they essentially "shatter" into even smaller particles and release huge amounts of energy in the process. The charging should be the only slow part, vs. the charged group of particles. And then we have SC, it's Magic science at it's best. Was the Connie Ion proof at the front lol?
It's not great in a static test, but it's gonna feel abyssmal in any sort of even medium paced combat. Also very subtle to make this in the same patch as the singe guns... using the same mechanic for two entirely different weapon systems. I'm still confused about ranges, as they seem to have changed on the EPTU, making it hard to evaluate them out of context. I also think CIG went too far with DPS powercreep overall. It's fine to have differences, but it's devolved into a unbalancable mess and CIG already set it up to escalate even further. The Turret buffs were made to balance bigger ships at already out of hand fighters, but what's gonna happen with those buffs on a Idris, Javelin etc.?
@MadIIMike marketing is releasing new and OP ship, for example just recently Hornet F7C Mk2 which can have more than 4000 dps. Marketing is only interested in selling, balancing has to be done by the plebs of course. So far CIG is using agility as a balance nerf hammer, see for example Redeemer. Totally ignoring her mass and that you need at least 3 people on board for her firepower. (will be tomorrow's video)
@jedi_drifter2988 I fear the worst for the Perseus. Of course Perseus will be OP when introduced into the game with a big sale, but she will be nerfed when the sale is over.
@@Camural I agree ... Cap ship owners will not like that a smaller less expensive ship could put some serious dents in their mansion in space. I must have hope since I do not have a big Org to run a Cap.The Perseus is the right fit for me and has less crew than the Retaliator ATM.
@Camural can you please test the animus missile launcher now that 3.23 is out? check to see its damage if it still has issues with the missile disappearing, not penetrating shields, not locking onto or tracking things. etc etc thank you. PS they made its ammo expensive. but idk if the missile is finally fixed and worth using or is still bugged and useless.
I think the way Ares Ion ought to work is that it's a burst fire charge up cannon which could theoretically kill a small target instantly if all shots landed, but the recoil causes the shots to spread out enough that it's clear this is intended for big targets. Charged shot is interesting, but might end just making ship that needs to get a drop on target for instant kill on fighters, which means it might become an anti-fighter platform.
The problem is you're applying sports logic to an open game with a wide variety of military hardware that is meant for fighting a variety of targets. You can't apply sports game fairness to that. Machine gun beats paper, machine gun beats rock, machine gun beats scissors, but the sports game logic leads you down the crazy path of trying to justify a way that scissors beats machine gun. Instead you have to apply some real world logic -- you don't have machine gun around all the time in peaceful places, but scissors will still stab you to death and rock will crush your skull and paper guy dies because fighting with paper is dumb. SC needs to stop trying to make an esports game thats fair and instead make something like War Thunder that's not a super realistic simulation but at least follows logical consequences.
@@NozomuYumeThe problem with this logic: Everyone converges on the same ship. Currently the gladius is the machine gun, but it could be the ares or the A2. Balance means you have a choice between balanced options.
@@teahousereloaded That's where scarcity comes in. The Aegis factory can only build so many Gladiuses. If everyone is putting in insurance claims on them, then maybe delivery times go up and a scarcity situation arises. We sent Aircobras to the Soviet Union during Lend Lease not because that's what they wanted the most but because that's what we had.
@@strongback6550 Infinite supply but they could make the insurance timers way, way longer, and instead give you cheaper "loaner" ships to fly while the timer is running, in the same way your insurance company gives you a cheap rental car to drive when your car is totaled.
As long as the ships don’t have roles, cig just throws dice in the air. The ares could be a glass cannon, good at killing big ships, but easy prey for light fighters. Or it could be a LF killer, but helpless against big ships, which in turn get destroyed by light fighters.
As an IONjoyer myself I welcome the changes they brought in with the charge mechanic, but the implementation and current alpha/dps are too low to be viable. If they allow you to hold onto the shot at max charge we'll go back to the days of seething posts about getting 1 hit out of nowhere in fighters. The ship is meant to be a heavy hitter for taking on large targets, other heavy or even medium fighters have its eclipse its burst dps and even their sustained outpaces it. I think it should have a longer charge before firing but should do much more damage than it does currently, maybe they could give it a visual clue/warning that it's charging so smaller ships can move out of the way.
Must not be a dynamicly chanrged system. Either it fires a normal round and grounds out the additional charge or fire control releases a charged shot when it his 100%. This is how I assume it operated based on what I saw. Like you however I expected the damage to be higher the more charge was put in to the weapon.
Why don't just make holding down left mouse button (firegroup 1) be firing as fast as possilbe and right mouse button (firegroup 2) firing fully charged shots without having to constantly release and click? Did CIG even bother to test it against an Hammerhead or even Idris? Do they wan't every ion player to develop carpal tunnel syndrome in the xenothreat event? Besides I wouldn't mind if they did even longer charge up intervals but also scale up the damage even higher accordingly. Its supposed to be a powerfull bespoke s7 laser canon after all and it still feels rather weak with capital ships in mind even if the damage is already somewhat there now.
You should be able to keep the gun loaded for a few seconds. It doesn't have to fire automatically. There is a lot of desync and that prevents you from being able to hit the shot.
The survivability of the ION took a massive hit in this version. The amount of time needed to first deplete the shild in your zone and then to kill said ship is now a vary long time. A hammerhead would simply rotate the shields you are shooting at. I think this would start to feel like it when I went up against an Idris in a Sabre long time go. Couldn't stay on the same area to fire on and the shields never went down. The ION charge system needs a massive boost, like x10. These are the thoughts of a biased ION owner...
Very close this time. But ION cannon needs 20k alpha at that fire rate. Nova has more than that even at lower fire rate. Nova also has 6k range on its weapon. Nova has a ballistic s5 that dishes out 32k alpha at 12rpm and over 6k of range. No idea why a space ship with an energy weapon of s7 only gets 6k alpha at 19rpm and only 3k of range. I see no reason that CIG decided to not allow the charge to be held for a couple seconds either, except artificial balancing. Cannot wait to see a kraken with 30 Tonks on the deck broadsiding a damn idris into oblivion. At this point both ares are not important ships at all. Against large targets using ballistics, Corsair with 10.6k DPS. BTW why did they add overheating to gatling guns? The entire point of a gatling gun is to reduce the overheating of the barrels. If it was a chain gun, sure make them overheat. A gatling, with the RPM of our crappy s7 which fires only slightly faster than a modern M230 chain gun, will run out of ammo before it overheats. If our gatlings would fire anywhere near a real life one which can do 6000rpm, sure, then it would overheat after 15-20 seconds of continuous fire, still longer than SC new overheat. A minigun with tracers looks like a glowing red piece of continuous licorice coming out of the barrel. Against large targets using laser, Corsair with laser cannons, 10.7k burst and 3500 dps sustained. Since large targets are no better at targeting a corsair than a slightly more maneuverable Ares, take the Corsair. Also have a s3 shield to deflect incoming fire better. Also have cargo hold to loot. Also have beds and kitchen for survivability. Also have room for friends who can also run turrets. The best part about the corsair, and why I melted my ION for it, is that the cost is the same IRL. So much more ship for your money in the corsair.
I melted after the first nerf after release. Still happy with that decision. This is not even the capital ship killer it was advertised as with the fully charged shots. It's just bad.
What they did to this ship was criminal. I haven't pledged for anything since. 6 fully charged shots from this S7 gun "large ship killer" to take out a Freelancer. 21 non-charged.... what a fucking joke.
Imo they should make the charge be holdable and the bullet speed be very, very fast. Make this ship more of a sniper and less of an attempt to make it good against capital ships and horrible against everything else…
It needs to automatically charge by itself, then fire when you press the trigger. If you press the trigger quickly you get lower power shots, but if you wait for the charge you get more power. But having to hold the trigger to charge makes it very difficult to use. Various FPS games have had guns with hold to charge mechanics, and invariably they always get rated as worst gun in the game.
@brockoala2994 TTK is worse than what an F7C Hornet Mk 2 can do. Showing TTK numbers is tricky with the Ion because you cannot keep the trigger pulled, you have to release the trigger after each shot, wait for cool down and then you can fire again. 1875 dps is ideal, your dps will most likely be lower in a fight because of this.
the concept is not bad.. the implementation is terrible.. first off, the gun is offset. we call them lasers but they are a form of railgun with plasma packets for bullets, they are gonna have recoid.. second off the ship needs almost no agility, just mobility, no need for good turn rates when your target cannot dodge, just the need to get in and out. third, the gun needs to be capable of either extreme sustain or extreme burst.. the ion is clearly intended for burst and needs to be able to do 2-3 hits on a pass like its got a laser torpedo gun. fourth, the dps needs to be extreme, with the ions gun being able to deal more damage over time than any other fighter but not really be able to use that DPS against anything other than a large target.. as for the guns mechanics.. quick firing doesnt really need to be a thing at all for the Ion.. remove quick fire, remove the capaciter ammo count and make it so the energy is used purely for either faster charging, or more alpha. the Ion and Inferno really should not be "capable" of dogfighting as it plainly is not intended for it, but you cannot enforce this by balancing the DPS, as that is the entire point of the ship so it can enguage large targets. so having it be flat out the slowest turning fighter with the highest DPS a fighter can have is about the only sensable way to balance it so it can fill its intended role.. its ok for it to have good acceleration and top speeds it just does not need the turn rate any other fighter does. Honestly the thing should fly like a Carrack but with much faster acceleration. and that gun really REALLY needs to absolutely slap for it to be worth it. yes this means any fighter dumb enough to sit in front of that barrel should face imminent deletion, but thats just a failure of skill on the part of the ship that is enguaging the Ares. all this of course ignores the fact that both Ares variants would be spinning like a Talon with one wing if they actually fired their guns IRL.. but CIG has... opinions about ship design.
they should let you hold down the charge instead of it just firing on its own when it reaches the end. Very odd design especially in a ship where you HAVE to move and fire
How in the hell does it take 34 shots with a size 7 laser cannon to down a Taurus?! I’ve run out of ballistic ammo with my Harbinger fighting a frickin’ Prospector, yes I said a Prospector. CIG changed a lot of numbers this patch
I think it's very promising. The numbers are not there yet, but I think it should not have any window to hold a charged shot and get its charged shot damage increased. That way, it probably will not be broken against small ships as landing that charged shot is hard but shouldn't be an issue against the larger, less nimble ones. Just some numbers tweaking might finally make this balanced. Perhaps there are some shield mechanics planned that we've yet to see that would give the large alpha damage an edge in some way as well. Who knows. We don't need to as long as CIG knows :D
it's so much easier to land single shots like this I feel like because the fighter doesn't have a consistent window of expectation for where your shots going.
@needy3535 you don't really do reaction dodges in this game, though. Even with ion's current pretty slow 1000m/s shot velocity or current live cannons' 700m/s. You may try to anticipate when they fire to do evasive manouvers, but that's pretty much the same here and it's going to be around those 3s between shots for full charge shots so I would say very predictable. All you need to do against an ion is to keep moving in different directions and make his timing tough until you get close, and then it's most likely the end of the fight. It's going to be way easier to land those non-charged shots, but these are rather weak.
@@naril0s I mean if you're dogfighting an f8, because the repeaters are visible, you have an expectation of where those shots are going and can maneuver accordingly. but if you're fighting against a cannon, it's much harder to stay on target because you don't know when they're going to shoot and if they're on target, so when it's a one shot you have ZERO room for error, and your entire strategy is gonna be to land a few shots on the shield and boost out of the way of the front of the ship. which. idk. very annoying way to dogfight I guess. not fun for the fighter and the ion isnt going to get the opportunity to fire if it's a good pilot. unless the pilots are both pvp pilots, the ion is going to run away every time. all he needs is to get lucky once while the fighter needs to be actively engaged the entire time
It isn't supposed to have high dps. They shouldn't call it a heavy fighter as it's role is more of heavy support. One or two of these at a distance slapping a heavy ship is its role as it can out distance them. It's burst damage on a charged shot is 6000. But it shoots slow so low dps. Burst dps doesn't really work as the burst is immediate and dps is over time. I agree on the need for a window to fire tho
This change is crap - typical CIG manner. You can be more than sure that it will be nerfed down... But most thing that's annoying me is that you can't hold the fire button... Also DPS is crappppp.....
Charged shot sould probably be it's own assigned button. You shold be able to hold the button and chain fire normal shots. I could be happy with a configuration like that. Perhaps even new charged shot size 5 missiles. Why not....
CIG will never get this right because they're too afraid of having a powerful weapon out in the verse that can kill hero "protagonist" fighters rapidly. Mark my words, their bullshit "solution" for the ion will be a magic weapon that can damage big ships greatly but somehow doesn't do much damage to small ships. In a game that uses logical resource-based balancing, the cost of fielding and maintaining the big guns would be so great that you wouldn't be able to justify using it against tiny targets, for the same reason it's not sustainable for Ukraine to take down tens of thousands of commercial FPV drones with a Patriot missile battery. EVE Online gets this right -- Star Citizen could learn a lot from EVE.
CIG just can't balance things out. They have proven that for years. In 3.23 the Titan is faster than an F8 and the Hornet does more DMG than all other ships in its class combined ^^ joke. The damage thing doesn't bother me as much as the changes to maneuvering abilities like the Cutless, which now flies like an interceptor. CIG just can't do it. No matter.
This is an awesome mechanic done terribly. I'm melting my ion towards a reclaimer at this point. Maybe they'll stop being silly and make the ship they promised.
Now you have to get super close to other smaller targets that can fly circles around you so you don't miss your charged shot. I don't think this would be so bad if the fully charged shot was x10. x4 will still put you too close for too long vs a capital ship. Still needs some balance. The Ion is starting to feel more like a deathtrap than a heavy fighter. When I see Size 7 in the description, I laugh... and cry.
dps is absolutely ass, id rather have its current pu state than this new stuff unless they make it a whole lot better. This is my fav ship in the entire game and i dont want it to be ass.
It's ridiculous now, total useless again. Anything smaller than a medium fighter you need to be irl sniper to shoot. If anything small is moving, you must pray it you can release the shot and the enemy ship will stay in the crosshair. It's weak on damage, since it's hard to hit anything with it.
still seem to easy to kill so big taget sadly you only need 2 3 figthers an you are so f up this si the problem with SC you whats the point in having a huge ship with huge Shields an you get taken down this fast by 1 ship can you see 2 3 ships an you are dead at the moment they start to shoot at you.
this is just so bad, the flight team is just making this stuff up as they go along with out looking at how real guns work. i dont think theres any gun in the world ware to operator presses the trigger and have to guess when the shot goes off or release the trigger for the shot to go off.. its CIG clown sim. i hope with MM nerf and in game ship prizes increase that ship sales and player base numbers decrease in such numbers they will be forced to make it cool again. MM is a bust imo combat is just to slow to be any kind of cool. the ship sniper mode is also a total joke imo, the UI is even more messy, bigger icons more flashy, almost like its made to be played far away from the screen... with a controller. tbh the UI looks very Xboxy now, i wonder....
Am F7C Mk2 can have +4000 dps, a Warden in default load out has 3261 dps.
Ares Ion has 1875 dps, if you can get the timing right.
robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-23-eptu-ares-ion-gun-test-decent-now/6802213
I tested a couple of ships, and from what I saw they have replace laser weapons with presentation laser pointers, and ballistic ammo with airsoft bb pellets...
The DPS right now does not say ANYTHING about applied DPS.
The Ares were a pay to win cash grab now that they have that money what they pitched and sold the Ares as no long matters to them thanks for the money!
@@danford6678 It is the CIG pattern... they push something, they make it super op, they nerf the living hell out of it....
If the F7C.2 is that powerful, imagine how powerful the F7A.2 will be.
My guess is that CIG needs people to play the overdrive event, and buy the F7A-Mk2.
Once they have everyone’s money, the F7A.2 “balance” will come.
How much lower is the ion DPS compared to the previous patch ? (Assuming just fast firing)
It's weird. The Ares was totally, ridiculously OP while they were first selling it, then it got nerfed into the ground and mostly forgotten, then it got a buff that didn't make it so OP but was enough to make it fun again just in time for another sale. And now that sale is over, another nerf. I feel like there's a pattern here if I could just see it....
If this is true man …shady af and I’m alll for SC, don’t even play other games atm since I started my SC career in Jan 😅 lol
@@Tekjive its true. don't buy any ships with real money. they're the new hotness and then they get nerfed. they do it with other ships. willing to bet the f7a mk2 will have the same thing happen when something new comes out.
Remember: The train ride takes longer than to melt and rebuy.
Ares is op true but not for ion. Ares Ion's laser cannon shot speed was terribly slow and not really useful on many situation
They were perceived to be OP because we hadn't experienced them yet. Once pilots started understanding how meh they were, it was easy to counter. Still, a very vocal minority crowd, coupled with some confirmation bias based on not enough data from CIG caused both the Ion and Inferno to be nerfed into uselessness.
But blah, back on topic, their pattern of slightly buffing ships to sell them before nerfing them into the ground is almost predatory.
I would up the damage to fully charged shots and allow you to fire non charged by holding down the trigger. Considering the Ares only has 1 gun i would make the normal group 2 the charged shot and group 1 is just normal shooting. That way you can balance each mode separately and raise charged damage to whatever you want, without it affecting noncharged. The two fire buttons also means you can adjust noncharged fire rates. Some of the existing ptu issues seem to stem from them trying to put both the normal fire mode and the charged mode on the same trigger. It would seem if you separate modes then you wont have that issue as you will have different triggers.
This is a great idea. I had been suggesting for over a year they do what they did to it with this update, but you change and allowing for the charge to be held for a short time would make it phenomenal.
One thing I think they need to adjust is for the fully charged shot can be held for a short time. Even 2 seconds would be good. You need just a small amount of time to make a final adjustment to aim the shot before you shoot. Thanks for covering this.
CIG needs to change the Normal damage to 3200, and the Charged 9600 dmg THEN it will be where its suppose to be.
Sure why not 32000 and 96000? You are so funny and naive
"Where its suppose to be" is having high armor pen but not extremely high damage. The issue isn't its damage, it is that we are missing the system it needs to be viable. It isn't supposed to be a ship that instantly destroys small vehicles, it is meant to be a heavy fighter that is used against frigates and capital ships.
@@MylesJacobSwie BIG SHIPS HAVE MORE HP CUZ THEY ARE LARGER, IF YOU HAVE ALOT MORE HP, THEN YOU WONT BE AS EFFECTED BY SOMETHING WITH CRAPPY DAMAGE. THIS ISNT BRAIN SCIENCE OR ROCKET SURGERY, WHY ARE SC PLAYERS SO FUCKIN DUMB???
THE IOWAS 16 INCH CANNON DOES THE SAME DAMAGE AS A .45 CAL PISTOL DONT YA KNOW, BUT ITS GOT MORE PEN CUZ BATTLESHIP GUN..
-SUBHUMAN SC PLAYER LOGIC
@@Little1-1 YOU HAVE DOWN SYNDROME. PLEASE GO AWAY
You're the "funny and naive" one. The Ion is specifically designed to destroy capital ships. Idris and bigger. When it takes SIX charged shots to destroy a Freelancer and NINE charged shots to destroy a Taurus the gun is SEVERELY underpowered for what its designed for especially considering the charge time and the fact you can't decide when to fire - you have to make sure your shot is on target in that split second the charge meter fills.
What’s the point of the capacitor if there’s a cool down between shots? lol
And the fact the power band @ full weapons does nothing?? Ya this ship needs alotmof work, and hopefully not just a Alpha bump when ship sales rounds it’s head, which is what I’m hearing is happening :/
Thanks for all your testing. That you cannot "hold" the charged shot, is very sad. Missed opportunity. I really hope CIG will change that to at least 4 sec.
Btw, just noticed that S2 shields are back to bubble. Seems I missed that change, but I like it.
@dragonchild_SC question is for how long will S2 shields be back to bubble :)
It's cool that they're trying out new things and I think the charge mechanic is a cool idea but I think it doesn't go far enough. Maybe if they changed it into a railgun type thing that penetrates armor so it could be used to snipe components, it would give the ship a more defined role... but until we get maelstrom it's a bit pointless.
Railgun is still the most meta piece of equipment in game lol they’ll nerf it on us soon enough
@@warren3174 I'm not talking about the fps weapon, just the concept of an actual railgun, so hypervelocity and armor penetrating.
@@justalex4214 I get it. You just made me think about how awesome the railgun functions and I agree with you.
They should divide the uncharged and charge shots with a fire mode. You should be able to rapid fire uncharged shots with a 19 round mag. Switch fire modes for charging shots.
This is yet another consequence of CIG not thinking things through.
What CIG should have done is to give the Inferno a ballistic cannon and give the Ion a laser gattling. That way, they could've limited the Inferno to around 40 rounds, like the Nova's Slayer cannon, and while it would still one-shot light fighters, it would also quickly run out of ammunition and require frequent reloads, pushing dogfighters to use other, more sustainable ships and only use the Inferno to kill capital ships, as it was intended. An Ion with a laser gattling meanwhile would pose minimal threat to light fighters due to the gattling's spinup time, but the constant DPS would make it fantastic for depleting a capital ship's rapidly regenerating shields, where the spinup time is irrelevant.
Instead, CIG wanted their Space A-10 Warthog and didn't care if it would be a nightmare to balance later down the line, so they sold us what they did and now they're stuck trying to make it fit into the game, and it simply doesn't. They are left with a devil's bargain where they either piss off every Ares owner because they didn't give them what they were promised, or they piss off everyone else because the Ion can now one-shot every light fighter and probably 2-shot most medium fighters too, all the while what can't it do? Well it can't deal with capital ships, that's for sure! 30 rounds to kill a lancer? What does it take to kill an Idris, 300? Who in their right mind would bring an Ion to kill an Idris when they could bring an Eclipse or a Retaliator instead? Or even just a Vanguard?
But yeah, once again CIG did not think this through. Everyone told them on Spectrum this was unbalanceable even during concept and they didn't listen. Now here we are, and the Ares is literally worse than ever before - now less capable against its intended targets than ever while instantly lethal against the very ships CIG claims they don't want it to be fighting.
yup exactly
I love it that you took your time out to do all these testing. Will be nice too if you xould have a timer so we can guage the TTK.
@Rompelsteelskin I already have the data of Ion TTK in 3.22.1.
I only wait for 3.23 to go to live to compare.
The best way how this gun should work is: Increase the charge time and damage. For non-charged, make it automatic, but with low/medium firerate. The range on non-charged should be comparable to Size3-4 repeaters, while the charged shot, now charging... idk.... 5-6 seconds, has a lot higher range, but with damage dropoff, which makes sense, because more energy = higher range, but it also has to loose energy the further it goes.
The Ion isn't a ship that goes after small targets. It's designed to pack a punch against medium - large ships
I think the charge mechanic is a good idea how to handle the Ion even if the execution still needs more work. But then again, CIG wouldn't have this difficulty trying to figure out how to handle the ship if they had thought more than "big gun on a small ship is cool".
@friendlyspacedragon7250 the whole idea to put a size 7 gun onto a heavy fighter (and asymmetrical of course) was not thought through. CIG marketing throws wild idea out of the door just to sell. Marketing doesn't have to work on balancing this of course.
Also see Redeemer, tomorrow's video. CIG is using agility as their balancing nerf hammer without rhyme or reason, ignoring their very own stats like mass and mass distribution.
@@Camural its a cool idea just a ... really really realllly bad implementation.. for it to exist, CIG must allow the fact that skill / common sense must be required to engage an Ares in a dogfight. it also much be balanced properly, so it can provide huge dps that cannot be easily used against small targets..
concepts cool, but maybe too complex for CIGs current balancing department... Actually im gonna assume they dont have a proper "balance" team yet, its unfair to call much of their efforts so far in that respect professional.
This looks like a good ship to use a rapid fire trigger with. Hold rapid fire on the left stick while you're in the fine manipulation step of getting your reticule into position and once you know you have a good shot you hold in the primary right stick trigger. For the purpose of hitting a fighter they will be getting used to your firing cadence so when you switch it up and land that charged shot they're going to be taken completely by surprise. Absolutely needs higher overall DPS. Make the primary shot semi-automatic as with the shotguns, give it a four shot capacity and a one second regen. Easily achieved 4500 DPS with current alpha without losing the charge ability.
I thought the Ares line is the big ship killer? Can't say it looks that way. Since we have also the Inferno, maybe the Ion should do more damage to shields and less to hull?
To be honest, they are wanting to balance the weapons, if u have size 7 guns doing insane damage, it messes up their data, they will rebalance it. Also to remember all shields are the same shield pool for their size right now, it's all data gathering, just give it time
I wish they would just make this how it was originally
Question, what attrition weapon , that used heat to increase power. Could you look at the difference between attritions size 5,4,3,2 and THE BEST repeater or canon.
I feel like they should have moved the charged shot to r-click personally so you can hold l-click for non-charged shots. Damage should scale based on charge % at time of release, and maybe 2 seconds of being able to hold it before it fires off automatically. Otherwise, this definitely looks more enjoyable to me now vs post nerf and current live, but I still think the damage needs a slight increase in alpha to maybe 2000/7000 but not too much higher.
look nice for me in dmg gamepaly, what i need to know if he still aim good, before you got an auto not-aiming system and was almost impossible to hit a freelancer at 200m. Could be nice to see the same test in distance of 2000m
How much slower is charged Ion particles that a laser beam in real life? I guess particle beams are simply that, beams of subatomic particles. The idea behind particle beams and colliders is to shoot beams of high energy particles at each other so that when they collide, they essentially "shatter" into even smaller particles and release huge amounts of energy in the process. The charging should be the only slow part, vs. the charged group of particles. And then we have SC, it's Magic science at it's best. Was the Connie Ion proof at the front lol?
would be useful if there where damage thresholds instead of just health pools with at most a percentage modifier
6000 damage is the same damage as the hand held railgun... theyve essentially just put the human portable railgun on a ship
Charged shot should be a secondary fire like right click...
It's not great in a static test, but it's gonna feel abyssmal in any sort of even medium paced combat. Also very subtle to make this in the same patch as the singe guns... using the same mechanic for two entirely different weapon systems.
I'm still confused about ranges, as they seem to have changed on the EPTU, making it hard to evaluate them out of context.
I also think CIG went too far with DPS powercreep overall. It's fine to have differences, but it's devolved into a unbalancable mess and CIG already set it up to escalate even further.
The Turret buffs were made to balance bigger ships at already out of hand fighters, but what's gonna happen with those buffs on a Idris, Javelin etc.?
@MadIIMike marketing is releasing new and OP ship, for example just recently Hornet F7C Mk2 which can have more than 4000 dps. Marketing is only interested in selling, balancing has to be done by the plebs of course.
So far CIG is using agility as a balance nerf hammer, see for example Redeemer. Totally ignoring her mass and that you need at least 3 people on board for her firepower. (will be tomorrow's video)
It makes me wonder what CIG will do with the Perseus, being that it is S7 ballistic.
Give it the damage as a S5 ballistic repeater
@jedi_drifter2988 I fear the worst for the Perseus. Of course Perseus will be OP when introduced into the game with a big sale, but she will be nerfed when the sale is over.
@@Camural I agree ... Cap ship owners will not like that a smaller less expensive ship could put some serious dents in their mansion in space. I must have hope since I do not have a big Org to run a Cap.The Perseus is the right fit for me and has less crew than the Retaliator ATM.
@Camural
can you please test the animus missile launcher now that 3.23 is out?
check to see its damage
if it still has issues with the missile disappearing,
not penetrating shields,
not locking onto or tracking things. etc etc
thank you.
PS they made its ammo expensive. but idk if the missile is finally fixed and worth using or is still bugged and useless.
@TheAngriestGamer. Railgun and Animus tests are planned.
@@Camural thank you
I believe we will see ttk based from this level to a slower one cuz we need to take time to use engineering solutions during fights.
I think the way Ares Ion ought to work is that it's a burst fire charge up cannon which could theoretically kill a small target instantly if all shots landed, but the recoil causes the shots to spread out enough that it's clear this is intended for big targets.
Charged shot is interesting, but might end just making ship that needs to get a drop on target for instant kill on fighters, which means it might become an anti-fighter platform.
The problem is you're applying sports logic to an open game with a wide variety of military hardware that is meant for fighting a variety of targets. You can't apply sports game fairness to that. Machine gun beats paper, machine gun beats rock, machine gun beats scissors, but the sports game logic leads you down the crazy path of trying to justify a way that scissors beats machine gun.
Instead you have to apply some real world logic -- you don't have machine gun around all the time in peaceful places, but scissors will still stab you to death and rock will crush your skull and paper guy dies because fighting with paper is dumb.
SC needs to stop trying to make an esports game thats fair and instead make something like War Thunder that's not a super realistic simulation but at least follows logical consequences.
@@NozomuYumeThe problem with this logic: Everyone converges on the same ship. Currently the gladius is the machine gun, but it could be the ares or the A2. Balance means you have a choice between balanced options.
@@teahousereloaded That's where scarcity comes in. The Aegis factory can only build so many Gladiuses. If everyone is putting in insurance claims on them, then maybe delivery times go up and a scarcity situation arises.
We sent Aircobras to the Soviet Union during Lend Lease not because that's what they wanted the most but because that's what we had.
you have infinite supply of ships you bought though
@@strongback6550 Infinite supply but they could make the insurance timers way, way longer, and instead give you cheaper "loaner" ships to fly while the timer is running, in the same way your insurance company gives you a cheap rental car to drive when your car is totaled.
As long as the ships don’t have roles, cig just throws dice in the air. The ares could be a glass cannon, good at killing big ships, but easy prey for light fighters.
Or it could be a LF killer, but helpless against big ships, which in turn get destroyed by light fighters.
As an IONjoyer myself I welcome the changes they brought in with the charge mechanic, but the implementation and current alpha/dps are too low to be viable. If they allow you to hold onto the shot at max charge we'll go back to the days of seething posts about getting 1 hit out of nowhere in fighters. The ship is meant to be a heavy hitter for taking on large targets, other heavy or even medium fighters have its eclipse its burst dps and even their sustained outpaces it. I think it should have a longer charge before firing but should do much more damage than it does currently, maybe they could give it a visual clue/warning that it's charging so smaller ships can move out of the way.
Can we see what this does to hornet mk1, mk2, F8C, Vanguard, Buccaneer - you know, the ships that seem like they'll be the pvp meta?
Interesting to see that there is no damage multiplier between not charged and charged.
Must not be a dynamicly chanrged system. Either it fires a normal round and grounds out the additional charge or fire control releases a charged shot when it his 100%. This is how I assume it operated based on what I saw. Like you however I expected the damage to be higher the more charge was put in to the weapon.
Why don't just make holding down left mouse button (firegroup 1) be firing as fast as possilbe and right mouse button (firegroup 2) firing fully charged shots without having to constantly release and click? Did CIG even bother to test it against an Hammerhead or even Idris? Do they wan't every ion player to develop carpal tunnel syndrome in the xenothreat event?
Besides I wouldn't mind if they did even longer charge up intervals but also scale up the damage even higher accordingly. Its supposed to be a powerfull bespoke s7 laser canon after all and it still feels rather weak with capital ships in mind even if the damage is already somewhat there now.
You should be able to keep the gun loaded for a few seconds. It doesn't have to fire automatically. There is a lot of desync and that prevents you from being able to hit the shot.
but when you're one shotting fighters it needs to be difficult to hit
The survivability of the ION took a massive hit in this version. The amount of time needed to first deplete the shild in your zone and then to kill said ship is now a vary long time. A hammerhead would simply rotate the shields you are shooting at. I think this would start to feel like it when I went up against an Idris in a Sabre long time go. Couldn't stay on the same area to fire on and the shields never went down. The ION charge system needs a massive boost, like x10. These are the thoughts of a biased ION owner...
Seems good to me, is there a range increase on charged shots too?
Very close this time. But ION cannon needs 20k alpha at that fire rate. Nova has more than that even at lower fire rate. Nova also has 6k range on its weapon. Nova has a ballistic s5 that dishes out 32k alpha at 12rpm and over 6k of range. No idea why a space ship with an energy weapon of s7 only gets 6k alpha at 19rpm and only 3k of range. I see no reason that CIG decided to not allow the charge to be held for a couple seconds either, except artificial balancing. Cannot wait to see a kraken with 30 Tonks on the deck broadsiding a damn idris into oblivion. At this point both ares are not important ships at all.
Against large targets using ballistics, Corsair with 10.6k DPS. BTW why did they add overheating to gatling guns? The entire point of a gatling gun is to reduce the overheating of the barrels. If it was a chain gun, sure make them overheat. A gatling, with the RPM of our crappy s7 which fires only slightly faster than a modern M230 chain gun, will run out of ammo before it overheats. If our gatlings would fire anywhere near a real life one which can do 6000rpm, sure, then it would overheat after 15-20 seconds of continuous fire, still longer than SC new overheat. A minigun with tracers looks like a glowing red piece of continuous licorice coming out of the barrel.
Against large targets using laser, Corsair with laser cannons, 10.7k burst and 3500 dps sustained.
Since large targets are no better at targeting a corsair than a slightly more maneuverable Ares, take the Corsair. Also have a s3 shield to deflect incoming fire better. Also have cargo hold to loot. Also have beds and kitchen for survivability. Also have room for friends who can also run turrets. The best part about the corsair, and why I melted my ION for it, is that the cost is the same IRL. So much more ship for your money in the corsair.
I melted after the first nerf after release. Still happy with that decision. This is not even the capital ship killer it was advertised as with the fully charged shots. It's just bad.
what about the inferno? is it good or worse compared to ion?
The ion still needs work. I dont think you need any capacitor too weapons while using it
Shame what happened to the Ares, also full power should equate to faster charging and faster recharge between shots, as the power band is used for
Post your concerns and ideas in spectrum on rsi sight so the devs can react to your feedback. It goes nowhere here on yt
I absolutely love this change.
The cooldown is dumb... But I'll take it!
What they did to this ship was criminal. I haven't pledged for anything since. 6 fully charged shots from this S7 gun "large ship killer" to take out a Freelancer. 21 non-charged.... what a fucking joke.
I need you as my computer voice in my ship haha
Imo they should make the charge be holdable and the bullet speed be very, very fast. Make this ship more of a sniper and less of an attempt to make it good against capital ships and horrible against everything else…
Ok I just reached the end of the video… not just that the f7c has double the dps but also much faster bullets… wtf
It needs to automatically charge by itself, then fire when you press the trigger. If you press the trigger quickly you get lower power shots, but if you wait for the charge you get more power. But having to hold the trigger to charge makes it very difficult to use. Various FPS games have had guns with hold to charge mechanics, and invariably they always get rated as worst gun in the game.
Would be nice if you include time to kill, not just shot number.
@brockoala2994 TTK is worse than what an F7C Hornet Mk 2 can do.
Showing TTK numbers is tricky with the Ion because you cannot keep the trigger pulled, you have to release the trigger after each shot, wait for cool down and then you can fire again.
1875 dps is ideal, your dps will most likely be lower in a fight because of this.
the concept is not bad.. the implementation is terrible.. first off, the gun is offset. we call them lasers but they are a form of railgun with plasma packets for bullets, they are gonna have recoid.. second off the ship needs almost no agility, just mobility, no need for good turn rates when your target cannot dodge, just the need to get in and out. third, the gun needs to be capable of either extreme sustain or extreme burst.. the ion is clearly intended for burst and needs to be able to do 2-3 hits on a pass like its got a laser torpedo gun. fourth, the dps needs to be extreme, with the ions gun being able to deal more damage over time than any other fighter but not really be able to use that DPS against anything other than a large target..
as for the guns mechanics.. quick firing doesnt really need to be a thing at all for the Ion.. remove quick fire, remove the capaciter ammo count and make it so the energy is used purely for either faster charging, or more alpha. the Ion and Inferno really should not be "capable" of dogfighting as it plainly is not intended for it, but you cannot enforce this by balancing the DPS, as that is the entire point of the ship so it can enguage large targets. so having it be flat out the slowest turning fighter with the highest DPS a fighter can have is about the only sensable way to balance it so it can fill its intended role.. its ok for it to have good acceleration and top speeds it just does not need the turn rate any other fighter does. Honestly the thing should fly like a Carrack but with much faster acceleration. and that gun really REALLY needs to absolutely slap for it to be worth it. yes this means any fighter dumb enough to sit in front of that barrel should face imminent deletion, but thats just a failure of skill on the part of the ship that is enguaging the Ares.
all this of course ignores the fact that both Ares variants would be spinning like a Talon with one wing if they actually fired their guns IRL.. but CIG has... opinions about ship design.
they should let you hold down the charge instead of it just firing on its own when it reaches the end. Very odd design especially in a ship where you HAVE to move and fire
How in the hell does it take 34 shots with a size 7 laser cannon to down a Taurus?! I’ve run out of ballistic ammo with my Harbinger fighting a frickin’ Prospector, yes I said a Prospector. CIG changed a lot of numbers this patch
So the ION is now a flying sniper rifle?
I think it's very promising. The numbers are not there yet, but I think it should not have any window to hold a charged shot and get its charged shot damage increased. That way, it probably will not be broken against small ships as landing that charged shot is hard but shouldn't be an issue against the larger, less nimble ones. Just some numbers tweaking might finally make this balanced. Perhaps there are some shield mechanics planned that we've yet to see that would give the large alpha damage an edge in some way as well. Who knows. We don't need to as long as CIG knows :D
it's so much easier to land single shots like this I feel like because the fighter doesn't have a consistent window of expectation for where your shots going.
@needy3535 you don't really do reaction dodges in this game, though. Even with ion's current pretty slow 1000m/s shot velocity or current live cannons' 700m/s. You may try to anticipate when they fire to do evasive manouvers, but that's pretty much the same here and it's going to be around those 3s between shots for full charge shots so I would say very predictable. All you need to do against an ion is to keep moving in different directions and make his timing tough until you get close, and then it's most likely the end of the fight. It's going to be way easier to land those non-charged shots, but these are rather weak.
@@naril0s I mean if you're dogfighting an f8, because the repeaters are visible, you have an expectation of where those shots are going and can maneuver accordingly. but if you're fighting against a cannon, it's much harder to stay on target because you don't know when they're going to shoot and if they're on target, so when it's a one shot you have ZERO room for error, and your entire strategy is gonna be to land a few shots on the shield and boost out of the way of the front of the ship. which. idk. very annoying way to dogfight I guess. not fun for the fighter and the ion isnt going to get the opportunity to fire if it's a good pilot. unless the pilots are both pvp pilots, the ion is going to run away every time. all he needs is to get lucky once while the fighter needs to be actively engaged the entire time
Inferno next please
It isn't supposed to have high dps. They shouldn't call it a heavy fighter as it's role is more of heavy support. One or two of these at a distance slapping a heavy ship is its role as it can out distance them.
It's burst damage on a charged shot is 6000.
But it shoots slow so low dps.
Burst dps doesn't really work as the burst is immediate and dps is over time.
I agree on the need for a window to fire tho
If theyre going to fuck tgevweapon like that itd better get a gimbal.
This ship design is clearly made to kill large ships. 3000m range with that damage is going to be basically invincible against any large ship.
It's not even that anymore. It takes so long to kill any large ship from the Connie all the way to the 890j. Not worth it
This change is crap - typical CIG manner. You can be more than sure that it will be nerfed down... But most thing that's annoying me is that you can't hold the fire button... Also DPS is crappppp.....
Charged shot sould probably be it's own assigned button. You shold be able to hold the button and chain fire normal shots. I could be happy with a configuration like that. Perhaps even new charged shot size 5 missiles. Why not....
Taurus, ... 6, 7, 8, NEIN
21 shots to kill a Freelancer, I think you should try to outDPS it with a pistol in the next test XD
Welp, time to melt my ion..
LOL they copied the solution from the railgun in Helldivers 😂😂😂
CIG will never get this right because they're too afraid of having a powerful weapon out in the verse that can kill hero "protagonist" fighters rapidly. Mark my words, their bullshit "solution" for the ion will be a magic weapon that can damage big ships greatly but somehow doesn't do much damage to small ships.
In a game that uses logical resource-based balancing, the cost of fielding and maintaining the big guns would be so great that you wouldn't be able to justify using it against tiny targets, for the same reason it's not sustainable for Ukraine to take down tens of thousands of commercial FPV drones with a Patriot missile battery.
EVE Online gets this right -- Star Citizen could learn a lot from EVE.
CIG just can't balance things out. They have proven that for years. In 3.23 the Titan is faster than an F8 and the Hornet does more DMG than all other ships in its class combined ^^ joke. The damage thing doesn't bother me as much as the changes to maneuvering abilities like the Cutless, which now flies like an interceptor. CIG just can't do it. No matter.
the fact this game isn't moving away from an hp pew pew shooter is sad
This is an awesome mechanic done terribly. I'm melting my ion towards a reclaimer at this point. Maybe they'll stop being silly and make the ship they promised.
DPS is 0 if you cant land shots.
U are guaranteed to miss a charged shot in real combat lol, cuz it automatically fire when fully charged
@jasonz2736 I would prefer if there is a window when we can fire a charged shot like with the railgun.
Now you have to get super close to other smaller targets that can fly circles around you so you don't miss your charged shot. I don't think this would be so bad if the fully charged shot was x10. x4 will still put you too close for too long vs a capital ship. Still needs some balance. The Ion is starting to feel more like a deathtrap than a heavy fighter. When I see Size 7 in the description, I laugh... and cry.
dps is absolutely ass, id rather have its current pu state than this new stuff unless they make it a whole lot better.
This is my fav ship in the entire game and i dont want it to be ass.
slow clap, time for macros lol
It's ridiculous now, total useless again. Anything smaller than a medium fighter you need to be irl sniper to shoot. If anything small is moving, you must pray it you can release the shot and the enemy ship will stay in the crosshair. It's weak on damage, since it's hard to hit anything with it.
still seem to easy to kill so big taget sadly you only need 2 3 figthers an you are so f up this si the problem with SC you whats the point in having a huge ship with huge Shields an you get taken down this fast by 1 ship can you see 2 3 ships an you are dead at the moment they start to shoot at you.
To weak imo way to weak
Well Ion is back to being useless, great...
this is just so bad, the flight team is just making this stuff up as they go along with out looking at how real guns work. i dont think theres any gun in the world ware to operator presses the trigger and have to guess when the shot goes off or release the trigger for the shot to go off.. its CIG clown sim. i hope with MM nerf and in game ship prizes increase that ship sales and player base numbers decrease in such numbers they will be forced to make it cool again. MM is a bust imo combat is just to slow to be any kind of cool. the ship sniper mode is also a total joke imo, the UI is even more messy, bigger icons more flashy, almost like its made to be played far away from the screen... with a controller. tbh the UI looks very Xboxy now, i wonder....