Countermeasures Before Fix After Fix ... Elite Countermeasures Repeatedly targets all valid projectiles. Targets missiles & rockets only once. Repeatedly targets mortars. ...
This mean that you will fix the "bug" , when the MSC gets in range with the elite countermeasure it stop firing completely? Or this is another issue that we don't care?
There is no bug on ECM. When MSC gets close enough its missiles will fly fast enough, 1.1seconds, into target and can not be countered. Or would like to make the MSC fleet totally useles by forcing ECM turret to shoot down all missiles no matter how close they are?
I have 5 ECMs
I can assure you they do NOT work...…………..
How many do you have? to tell me that they do?
And can you supply a video please?
I will say this again, it does not matter how many ECM you have there, you only need ONE, i say this again ONE to counter those missile. Missiles from 5xMSC driven in group will get all of their missiles splashed out. In this video, i have 2xECM in my base, attacker has low projectile speed on hes MSC. I hope this video answers some of your questions, if it does not... Do your own tests and make a video of them. All you need is 2xMSC ships with different projectile speeds on them and you should be able to see the difference very easily.
and we can show video after video of the ECMs pointing the opposite direction of the attacker.. Not turning to fire at any projectiles..
the ECM is bugged. Point blank.. At times it works ( and it works well ) and other times it sits there like a bump on a log. Projectile speed has nothing to do with it ( its been tested from both sides )
Countermeasures Before Fix After Fix ... Elite Countermeasures Repeatedly targets all valid projectiles. Targets missiles & rockets only once. Repeatedly targets mortars. ...
This mean that you will fix the "bug" , when the MSC gets in range with the elite countermeasure it stop firing completely? Or this is another issue that we don't care?
There is no bug on ECM. When MSC gets close enough its missiles will fly fast enough, 1.1seconds, into target and can not be countered. Or would like to make the MSC fleet totally useles by forcing ECM turret to shoot down all missiles no matter how close they are?
I have 5 ECMs
I can assure you they do NOT work...…………..
How many do you have? to tell me that they do?
And can you supply a video please?
I will say this again, it does not matter how many ECM you have there, you only need ONE, i say this again ONE to counter those missile. Missiles from 5xMSC driven in group will get all of their missiles splashed out. In this video, i have 2xECM in my base, attacker has low projectile speed on hes MSC. I hope this video answers some of your questions, if it does not... Do your own tests and make a video of them. All you need is 2xMSC ships with different projectile speeds on them and you should be able to see the difference very easily.
and we can show video after video of the ECMs pointing the opposite direction of the attacker.. Not turning to fire at any projectiles..
the ECM is bugged. Point blank.. At times it works ( and it works well ) and other times it sits there like a bump on a log. Projectile speed has nothing to do with it ( its been tested from both sides )
Please give us a link to video, where is 2 different MSC ships with different projectile speed on them against ECM turret. You can say what ever you want, but if you can not prove anything, it is totally waste of time for you to post anything. Yes, i know there is situations that will make ECM turrets and all other anti-missiles to fail, and i also know why it is happening. You in other hand just do not get it, or you choose not to get it. I know it is easy to yell out it is bugged... I would love to see the forums if those ECM turrets would shoot down 95-100% from incoming missiles.
Some people have said, hey lets make the reload longer in ECM turret, problems solved... no, it will not solve that problem, because all you need is 2xECM turrets placed couple squares away from each other, when the first one is in reload the second one keeps on shooting missiles down and so on...
Countermeasures Before Fix After Fix ... Elite Countermeasures Repeatedly targets all valid projectiles. Targets missiles & rockets only once. Repeatedly targets mortars. ...
This mean that you will fix the "bug" , when the MSC gets in range with the elite countermeasure it stop firing completely? Or this is another issue that we don't care?
There is no bug on ECM. When MSC gets close enough its missiles will fly fast enough, 1.1seconds, into target and can not be countered. Or would like to make the MSC fleet totally useles by forcing ECM turret to shoot down all missiles no matter how close they are?
I have 5 ECMs
I can assure you they do NOT work...…………..
How many do you have? to tell me that they do?
And can you supply a video please?
I will say this again, it does not matter how many ECM you have there, you only need ONE, i say this again ONE to counter those missile. Missiles from 5xMSC driven in group will get all of their missiles splashed out. In this video, i have 2xECM in my base, attacker has low projectile speed on hes MSC. I hope this video answers some of your questions, if it does not... Do your own tests and make a video of them. All you need is 2xMSC ships with different projectile speeds on them and you should be able to see the difference very easily.
and we can show video after video of the ECMs pointing the opposite direction of the attacker.. Not turning to fire at any projectiles..
the ECM is bugged. Point blank.. At times it works ( and it works well ) and other times it sits there like a bump on a log. Projectile speed has nothing to do with it ( its been tested from both sides )
Please give us a link to video, where is 2 different MSC ships with different projectile speed on them against ECM turret. You can say what ever you want, but if you can not prove anything, it is totally waste of time for you to post anything. Yes, i know there is situations that will make ECM turrets and all other anti-missiles to fail, and i also know why it is happening. You in other hand just do not get it, or you choose not to get it. I know it is easy to yell out it is bugged... I would love to see the forums if those ECM turrets would shoot down 95-100% from incoming missiles.
Some people have said, hey lets make the reload longer in ECM turret, problems solved... no, it will not solve that problem, because all you need is 2xECM turrets placed couple squares away from each other, when the first one is in reload the second one keeps on shooting missiles down and so on...
There are very few ppl who are on your side of the isle when it comes to the ECM turret, that should tell you something right there.
you " think you know " why it stops working, well then you are one of the better minds in the game I guess. Cause **** near everybody I talk to says it is bugged.
but that fine claim it ain't bugged, everyone else knows it is.
Edit: projectile speed has been tested and debunked as the cause mths ago.
Countermeasures Before Fix After Fix ... Elite Countermeasures Repeatedly targets all valid projectiles. Targets missiles & rockets only once. Repeatedly targets mortars. ...
This mean that you will fix the "bug" , when the MSC gets in range with the elite countermeasure it stop firing completely? Or this is another issue that we don't care?
There is no bug on ECM. When MSC gets close enough its missiles will fly fast enough, 1.1seconds, into target and can not be countered. Or would like to make the MSC fleet totally useles by forcing ECM turret to shoot down all missiles no matter how close they are?
I have 5 ECMs
I can assure you they do NOT work...…………..
How many do you have? to tell me that they do?
And can you supply a video please?
I will say this again, it does not matter how many ECM you have there, you only need ONE, i say this again ONE to counter those missile. Missiles from 5xMSC driven in group will get all of their missiles splashed out. In this video, i have 2xECM in my base, attacker has low projectile speed on hes MSC. I hope this video answers some of your questions, if it does not... Do your own tests and make a video of them. All you need is 2xMSC ships with different projectile speeds on them and you should be able to see the difference very easily.
and we can show video after video of the ECMs pointing the opposite direction of the attacker.. Not turning to fire at any projectiles..
the ECM is bugged. Point blank.. At times it works ( and it works well ) and other times it sits there like a bump on a log. Projectile speed has nothing to do with it ( its been tested from both sides )
Please give us a link to video, where is 2 different MSC ships with different projectile speed on them against ECM turret. You can say what ever you want, but if you can not prove anything, it is totally waste of time for you to post anything. Yes, i know there is situations that will make ECM turrets and all other anti-missiles to fail, and i also know why it is happening. You in other hand just do not get it, or you choose not to get it. I know it is easy to yell out it is bugged... I would love to see the forums if those ECM turrets would shoot down 95-100% from incoming missiles.
Some people have said, hey lets make the reload longer in ECM turret, problems solved... no, it will not solve that problem, because all you need is 2xECM turrets placed couple squares away from each other, when the first one is in reload the second one keeps on shooting missiles down and so on...
There are very few ppl who are on your side of the isle when it comes to the ECM turret, that should tell you something right there.
you " think you know " why it stops working, well then you are one of the better minds in the game I guess. Cause **** near everybody I talk to says it is bugged.
but that fine claim it ain't bugged, everyone else knows it is.
Edit: projectile speed has been tested and debunked as the cause mths ago.
So... again, you failed to provide any kind of proof to back your writings. Please stop trolling this, you are just too thick headed to understand it. Take a few days off, think about what information i have provided. I can also make a video of missiles getting shot down from 95+ range, because the fly time for missiles is over 1.1seconds. When that MSC moves closer, the fly time of those missiles drops to 1.1seconds and the counters stop working. Also, when the MSC drives RIGHT NEXT to target what it is shooting at, the fly time for missiles stays at the same 1.1second what it is from range of 95.
Countermeasures Before Fix After Fix ... Elite Countermeasures Repeatedly targets all valid projectiles. Targets missiles & rockets only once. Repeatedly targets mortars. ...
This mean that you will fix the "bug" , when the MSC gets in range with the elite countermeasure it stop firing completely? Or this is another issue that we don't care?
There is no bug on ECM. When MSC gets close enough its missiles will fly fast enough, 1.1seconds, into target and can not be countered. Or would like to make the MSC fleet totally useles by forcing ECM turret to shoot down all missiles no matter how close they are?
I have 5 ECMs
I can assure you they do NOT work...…………..
How many do you have? to tell me that they do?
And can you supply a video please?
I will say this again, it does not matter how many ECM you have there, you only need ONE, i say this again ONE to counter those missile. Missiles from 5xMSC driven in group will get all of their missiles splashed out. In this video, i have 2xECM in my base, attacker has low projectile speed on hes MSC. I hope this video answers some of your questions, if it does not... Do your own tests and make a video of them. All you need is 2xMSC ships with different projectile speeds on them and you should be able to see the difference very easily.
and we can show video after video of the ECMs pointing the opposite direction of the attacker.. Not turning to fire at any projectiles..
the ECM is bugged. Point blank.. At times it works ( and it works well ) and other times it sits there like a bump on a log. Projectile speed has nothing to do with it ( its been tested from both sides )
Please give us a link to video, where is 2 different MSC ships with different projectile speed on them against ECM turret. You can say what ever you want, but if you can not prove anything, it is totally waste of time for you to post anything. Yes, i know there is situations that will make ECM turrets and all other anti-missiles to fail, and i also know why it is happening. You in other hand just do not get it, or you choose not to get it. I know it is easy to yell out it is bugged... I would love to see the forums if those ECM turrets would shoot down 95-100% from incoming missiles.
Some people have said, hey lets make the reload longer in ECM turret, problems solved... no, it will not solve that problem, because all you need is 2xECM turrets placed couple squares away from each other, when the first one is in reload the second one keeps on shooting missiles down and so on...
There are very few ppl who are on your side of the isle when it comes to the ECM turret, that should tell you something right there.
you " think you know " why it stops working, well then you are one of the better minds in the game I guess. Cause **** near everybody I talk to says it is bugged.
but that fine claim it ain't bugged, everyone else knows it is.
Edit: projectile speed has been tested and debunked as the cause mths ago.
So... again, you failed to provide any kind of proof to back your writings. Please stop trolling this, you are just too thick headed to understand it. Take a few days off, think about what information i have provided. I can also make a video of missiles getting shot down from 95+ range, because the fly time for missiles is over 1.1seconds. When that MSC moves closer, the fly time of those missiles drops to 1.1seconds and the counters stop working. Also, when the MSC drives RIGHT NEXT to target what it is shooting at, the fly time for missiles stays at the same 1.1second what it is from range of 95.
Search the forums.. There are video after video of this subject..
It serves no purpose to relink said videos here. but sure, you are the ONLY one in the game that knows how they are working and everyone else are too thick headed to understand it.
I have seen videos post here from 95+ range away and nothing gets shot down. This has nothing to do with range or projectile speed. but you know better then **** near everyone in the game saying they are broken.
Countermeasures Before Fix After Fix ... Elite Countermeasures Repeatedly targets all valid projectiles. Targets missiles & rockets only once. Repeatedly targets mortars. ...
This mean that you will fix the "bug" , when the MSC gets in range with the elite countermeasure it stop firing completely? Or this is another issue that we don't care?
There is no bug on ECM. When MSC gets close enough its missiles will fly fast enough, 1.1seconds, into target and can not be countered. Or would like to make the MSC fleet totally useles by forcing ECM turret to shoot down all missiles no matter how close they are?
I have 5 ECMs
I can assure you they do NOT work...…………..
How many do you have? to tell me that they do?
And can you supply a video please?
I will say this again, it does not matter how many ECM you have there, you only need ONE, i say this again ONE to counter those missile. Missiles from 5xMSC driven in group will get all of their missiles splashed out. In this video, i have 2xECM in my base, attacker has low projectile speed on hes MSC. I hope this video answers some of your questions, if it does not... Do your own tests and make a video of them. All you need is 2xMSC ships with different projectile speeds on them and you should be able to see the difference very easily.
and we can show video after video of the ECMs pointing the opposite direction of the attacker.. Not turning to fire at any projectiles..
the ECM is bugged. Point blank.. At times it works ( and it works well ) and other times it sits there like a bump on a log. Projectile speed has nothing to do with it ( its been tested from both sides )
Please give us a link to video, where is 2 different MSC ships with different projectile speed on them against ECM turret. You can say what ever you want, but if you can not prove anything, it is totally waste of time for you to post anything. Yes, i know there is situations that will make ECM turrets and all other anti-missiles to fail, and i also know why it is happening. You in other hand just do not get it, or you choose not to get it. I know it is easy to yell out it is bugged... I would love to see the forums if those ECM turrets would shoot down 95-100% from incoming missiles.
Some people have said, hey lets make the reload longer in ECM turret, problems solved... no, it will not solve that problem, because all you need is 2xECM turrets placed couple squares away from each other, when the first one is in reload the second one keeps on shooting missiles down and so on...
My % ECMs do not shoot down D55X missiles, what more can I say?
Countermeasures Before Fix After Fix ... Elite Countermeasures Repeatedly targets all valid projectiles. Targets missiles & rockets only once. Repeatedly targets mortars. ...
This mean that you will fix the "bug" , when the MSC gets in range with the elite countermeasure it stop firing completely? Or this is another issue that we don't care?
There is no bug on ECM. When MSC gets close enough its missiles will fly fast enough, 1.1seconds, into target and can not be countered. Or would like to make the MSC fleet totally useles by forcing ECM turret to shoot down all missiles no matter how close they are?
I have 5 ECMs
I can assure you they do NOT work...…………..
How many do you have? to tell me that they do?
And can you supply a video please?
I will say this again, it does not matter how many ECM you have there, you only need ONE, i say this again ONE to counter those missile. Missiles from 5xMSC driven in group will get all of their missiles splashed out. In this video, i have 2xECM in my base, attacker has low projectile speed on hes MSC. I hope this video answers some of your questions, if it does not... Do your own tests and make a video of them. All you need is 2xMSC ships with different projectile speeds on them and you should be able to see the difference very easily.
and we can show video after video of the ECMs pointing the opposite direction of the attacker.. Not turning to fire at any projectiles..
the ECM is bugged. Point blank.. At times it works ( and it works well ) and other times it sits there like a bump on a log. Projectile speed has nothing to do with it ( its been tested from both sides )
Please give us a link to video, where is 2 different MSC ships with different projectile speed on them against ECM turret. You can say what ever you want, but if you can not prove anything, it is totally waste of time for you to post anything. Yes, i know there is situations that will make ECM turrets and all other anti-missiles to fail, and i also know why it is happening. You in other hand just do not get it, or you choose not to get it. I know it is easy to yell out it is bugged... I would love to see the forums if those ECM turrets would shoot down 95-100% from incoming missiles.
Some people have said, hey lets make the reload longer in ECM turret, problems solved... no, it will not solve that problem, because all you need is 2xECM turrets placed couple squares away from each other, when the first one is in reload the second one keeps on shooting missiles down and so on...
My % ECMs do not shoot down D55X missiles, what more can I say?
Again, that does not prove anything. I have said many times, that there are situations that can be achieved where missiles do not get countered. You can say that same thing over and over again, but do your own test with 2 different MSC and video it. Then post it here so you have something to back you up. Like your ECM, my own ECM also stops shooting when good MSC fleet comes in.
Countermeasures Before Fix After Fix ... Elite Countermeasures Repeatedly targets all valid projectiles. Targets missiles & rockets only once. Repeatedly targets mortars. ...
This mean that you will fix the "bug" , when the MSC gets in range with the elite countermeasure it stop firing completely? Or this is another issue that we don't care?
There is no bug on ECM. When MSC gets close enough its missiles will fly fast enough, 1.1seconds, into target and can not be countered. Or would like to make the MSC fleet totally useles by forcing ECM turret to shoot down all missiles no matter how close they are?
I have 5 ECMs
I can assure you they do NOT work...…………..
How many do you have? to tell me that they do?
And can you supply a video please?
I will say this again, it does not matter how many ECM you have there, you only need ONE, i say this again ONE to counter those missile. Missiles from 5xMSC driven in group will get all of their missiles splashed out. In this video, i have 2xECM in my base, attacker has low projectile speed on hes MSC. I hope this video answers some of your questions, if it does not... Do your own tests and make a video of them. All you need is 2xMSC ships with different projectile speeds on them and you should be able to see the difference very easily.
and we can show video after video of the ECMs pointing the opposite direction of the attacker.. Not turning to fire at any projectiles..
the ECM is bugged. Point blank.. At times it works ( and it works well ) and other times it sits there like a bump on a log. Projectile speed has nothing to do with it ( its been tested from both sides )
Please give us a link to video, where is 2 different MSC ships with different projectile speed on them against ECM turret. You can say what ever you want, but if you can not prove anything, it is totally waste of time for you to post anything. Yes, i know there is situations that will make ECM turrets and all other anti-missiles to fail, and i also know why it is happening. You in other hand just do not get it, or you choose not to get it. I know it is easy to yell out it is bugged... I would love to see the forums if those ECM turrets would shoot down 95-100% from incoming missiles.
Some people have said, hey lets make the reload longer in ECM turret, problems solved... no, it will not solve that problem, because all you need is 2xECM turrets placed couple squares away from each other, when the first one is in reload the second one keeps on shooting missiles down and so on...
My % ECMs do not shoot down D55X missiles, what more can I say?
Again, that does not prove anything. I have said many times, that there are situations that can be achieved where missiles do not get countered. You can say that same thing over and over again, but do your own test with 2 different MSC and video it. Then post it here so you have something to back you up. Like your ECM, my own ECM also stops shooting when good MSC fleet comes in.
I would call it trolling just to prove u, that u r wrong and not every1 else lol. Its bugged end of story period. Prove us that we r all wrong then or stop trolling
Countermeasures Before Fix After Fix ... Elite Countermeasures Repeatedly targets all valid projectiles. Targets missiles & rockets only once. Repeatedly targets mortars. ...
This mean that you will fix the "bug" , when the MSC gets in range with the elite countermeasure it stop firing completely? Or this is another issue that we don't care?
There is no bug on ECM. When MSC gets close enough its missiles will fly fast enough, 1.1seconds, into target and can not be countered. Or would like to make the MSC fleet totally useles by forcing ECM turret to shoot down all missiles no matter how close they are?
I have 5 ECMs
I can assure you they do NOT work...…………..
How many do you have? to tell me that they do?
And can you supply a video please?
I will say this again, it does not matter how many ECM you have there, you only need ONE, i say this again ONE to counter those missile. Missiles from 5xMSC driven in group will get all of their missiles splashed out. In this video, i have 2xECM in my base, attacker has low projectile speed on hes MSC. I hope this video answers some of your questions, if it does not... Do your own tests and make a video of them. All you need is 2xMSC ships with different projectile speeds on them and you should be able to see the difference very easily.
and we can show video after video of the ECMs pointing the opposite direction of the attacker.. Not turning to fire at any projectiles..
the ECM is bugged. Point blank.. At times it works ( and it works well ) and other times it sits there like a bump on a log. Projectile speed has nothing to do with it ( its been tested from both sides )
Please give us a link to video, where is 2 different MSC ships with different projectile speed on them against ECM turret. You can say what ever you want, but if you can not prove anything, it is totally waste of time for you to post anything. Yes, i know there is situations that will make ECM turrets and all other anti-missiles to fail, and i also know why it is happening. You in other hand just do not get it, or you choose not to get it. I know it is easy to yell out it is bugged... I would love to see the forums if those ECM turrets would shoot down 95-100% from incoming missiles.
Some people have said, hey lets make the reload longer in ECM turret, problems solved... no, it will not solve that problem, because all you need is 2xECM turrets placed couple squares away from each other, when the first one is in reload the second one keeps on shooting missiles down and so on...
My % ECMs do not shoot down D55X missiles, what more can I say?
Again, that does not prove anything. I have said many times, that there are situations that can be achieved where missiles do not get countered. You can say that same thing over and over again, but do your own test with 2 different MSC and video it. Then post it here so you have something to back you up. Like your ECM, my own ECM also stops shooting when good MSC fleet comes in.
I would call it trolling just to prove u, that u r wrong and not every1 else lol. Its bugged end of story period. Prove us that we r all wrong then or stop trolling
I just hit several bases with my MSC with 0% projectile speed bonus on it, and i was getting countered in most bases. There was some crappy ECM turrets, that i was able to land my missiles. But when i entered a base with good anti's there, i had trouble of killing a fcking Oil rig sitting right next to it because my missile were countered. Then i drove in 100% projectile speed bonus MSC and it was killing stuff much easier, still getting countered on some bases. Don't worry, i will make videos of these hits when i have done enough testing. But with these few tests all ready, i can easily say anti's are working just fine against MSC with 55-x missiles, when MSC have none or low projectile speed bonus on them.
Countermeasures Before Fix After Fix ... Elite Countermeasures Repeatedly targets all valid projectiles. Targets missiles & rockets only once. Repeatedly targets mortars. ...
This mean that you will fix the "bug" , when the MSC gets in range with the elite countermeasure it stop firing completely? Or this is another issue that we don't care?
There is no bug on ECM. When MSC gets close enough its missiles will fly fast enough, 1.1seconds, into target and can not be countered. Or would like to make the MSC fleet totally useles by forcing ECM turret to shoot down all missiles no matter how close they are?
I have 5 ECMs
I can assure you they do NOT work...…………..
How many do you have? to tell me that they do?
And can you supply a video please?
I will say this again, it does not matter how many ECM you have there, you only need ONE, i say this again ONE to counter those missile. Missiles from 5xMSC driven in group will get all of their missiles splashed out. In this video, i have 2xECM in my base, attacker has low projectile speed on hes MSC. I hope this video answers some of your questions, if it does not... Do your own tests and make a video of them. All you need is 2xMSC ships with different projectile speeds on them and you should be able to see the difference very easily.
and we can show video after video of the ECMs pointing the opposite direction of the attacker.. Not turning to fire at any projectiles..
the ECM is bugged. Point blank.. At times it works ( and it works well ) and other times it sits there like a bump on a log. Projectile speed has nothing to do with it ( its been tested from both sides )
Please give us a link to video, where is 2 different MSC ships with different projectile speed on them against ECM turret. You can say what ever you want, but if you can not prove anything, it is totally waste of time for you to post anything. Yes, i know there is situations that will make ECM turrets and all other anti-missiles to fail, and i also know why it is happening. You in other hand just do not get it, or you choose not to get it. I know it is easy to yell out it is bugged... I would love to see the forums if those ECM turrets would shoot down 95-100% from incoming missiles.
Some people have said, hey lets make the reload longer in ECM turret, problems solved... no, it will not solve that problem, because all you need is 2xECM turrets placed couple squares away from each other, when the first one is in reload the second one keeps on shooting missiles down and so on...
My % ECMs do not shoot down D55X missiles, what more can I say?
Again, that does not prove anything. I have said many times, that there are situations that can be achieved where missiles do not get countered. You can say that same thing over and over again, but do your own test with 2 different MSC and video it. Then post it here so you have something to back you up. Like your ECM, my own ECM also stops shooting when good MSC fleet comes in.
I would call it trolling just to prove u, that u r wrong and not every1 else lol. Its bugged end of story period. Prove us that we r all wrong then or stop trolling
I just hit several bases with my MSC with 0% projectile speed bonus on it, and i was getting countered in most bases. There was some crappy ECM turrets, that i was able to land my missiles. But when i entered a base with good anti's there, i had trouble of killing a fcking Oil rig sitting right next to it because my missile were countered. Then i drove in 100% projectile speed bonus MSC and it was killing stuff much easier, still getting countered on some bases. Don't worry, i will make videos of these hits when i have done enough testing. But with these few tests all ready, i can easily say anti's are working just fine against MSC with 55-x missiles, when MSC have none or low projectile speed bonus on them.
lets hope folks start building crap MSCs then as opposed to normal builds
We all know turrets do NOT even turn, let alone fire at them under normal circumstances
rebalancing, no, it is making the bases unprotectable from a group of favorite players.
ofc, that was the idea to give big coiners free way of hitting bases, but same time they will suffer more dmg elsewhere , including FM as now you will CM just a bit, just hit Cargo 75 and u will c , that u not Counter everything just a bit, same will apply to FM just u will get tons of dmg
In response to community feedback, we are making an effort to address long standing bugs and quality of life concerns. Here are two we discovered that had major impact to your recent experience, that will be in part of the 8.26 update scheduled for the week of June 26.
Accuracy Bug
The Battle Pirates team has discovered a bug which has caused any weapon or countermeasure equipped to a ship (both players’ and enemies’) to unintentionally be granted a 100% bonus to accuracy. We want to ensure that equipment is working as their stats indicate, so we have fixed this issue to remove the bonus to accuracy.
To ensure this does not dramatically change your gameplay experience, the team is working to rebalance the targets that have been released since this bug was introduced back in February. This process may take several weeks and during that time please don’t hesitate to make note of your experience through feedback so that we can ensure we balance combat accordingly. Due to the large number of targets, and the variety of builds that people use, we’re counting on coordination with the community to stabilize this aspect of gameplay and we appreciate your input.
For reference, there are a number of places this bug touches the game:
PVE Targets
All of your ship mounted weapons and countermeasures
All enemy ship mounted weapons and countermeasures
PVP
All conqueror weapons and countermeasures
All defender weapons and countermeasures
TL;DR
Correcting bug that granted 100% accuracy buff to ship mounted weapons and countermeasures
Adjusting targets to maintain current experience
If you see something that looks unexpected please let us know
Countermeasure Update
The team is updating the way that countermeasures work, to bring them in line with the expectations of how they should behave.
Currently, most countermeasures that target rockets or missiles get a single shot at countering that projectile, while countermeasures that target mortars get multiple shots at countering that projectile. UAVs act differently, in that they can get targeted by countermeasures until they reach their first target, at which point the UAVs become immune and will move from target to target .
When introducing countermeasures that were able to target both mortars and missiles, such as Zelo’s built in Duality Countermeasure and the Nightwatch Countermeasure, this introduced problems with how they interacted with projectiles. A dual countermeasure treated both missiles and mortars the same, which means it either repeatedly targeted both missiles and mortars, or it only took one shot at either missiles or mortars. As such, combining these countermeasures with other countermeasures could cause poor performance (see Example #1 below).
When a missile is fired at by a countermeasure, it is “tagged” so that it will not be targeted again. When a mortar is fired at by a countermeasure, it is not tagged and can continued to be targeted by counter measures. Currently, this tag is defined by the countermeasure. Moving forward, we are changing this to tag a projectile, or not, based on the specific projectile that it is firing at. Let’s look at some examples:
Example #1:
Currently: The Nightwatch Countermeasure is “tagging” all projectiles it shoots at. So, if you have equipped a Nightwatch Countermeasure and Gale Defense System III and the Nightwatch shoots a mortar, it becomes “tagged” and the Gale Defense System III will no longer target it. After the Update: Nightwatch Countermeasure no longer “tags” mortars and Gales Defense System III continues to fire at that mortar (as will the Nightwatch).
Example #2
Currently: The Zelo’s built-in Duality Countermeasure does not “tag” any of the projectiles it shoots at, which means that it can repeatedly target any missiles or rockets that it fires at. However,if you had a Phalanx Anti-Missile System IV equipped on your Zelos, once it targeted a missile it would be “tagged” and no additional countermeasures (including Duality Countermeasures) would target it.
After the Update: Zelo’s Duality Countermeasure “tags” missiles or rockets that it fires at, and no other countermeasures fire at them.
Changes to Specific Items
Countermeasure
Before Fix
After Fix
Deep Sea Countermeasure .
Repeatedly targets all valid projectiles.
Targets missiles & rockets only once.
Repeatedly targets mortars.
Nightwatch Mortars
Targets each projectile only once.
Targets missiles & rockets only once.
Repeatedly targets mortars.
Coxial Turret
Targets each projectile only once.
Targets missiles & rockets only once.
Repeatedly targets mortars.
Elite Countermeasures
Repeatedly targets all valid projectiles.
Targets missiles & rockets only once.
Repeatedly targets mortars.
Duality Countermeasure
Repeatedly targets all valid projectiles.
Target missiles & rockets only once.
Repeatedly targets mortars.
TL;DR
We are updating counter measures to act as expected, and maintain consistency across the game
Mortars and UAVs will be targeted by countermeasures repeatedly
Missiles and Rockets will be targeted by countermeasures once
Conclusion
With both of these changes, your experience in Battle Pirates is being brought much closer to what is expected based on listed stats. We are striving to improve the experience of Battle Pirate every day, and we appreciate your being a part of this journey.
"improve the experience of Battle Pirate every day" lol right! from autoing 111 for inst repair to 2h30min repair. improved they say -_- worked hard and spent money and time to get to the point where i can auto and they just take it away -_-
Auto 111 with IB fleet went from under 25 minute repair to over 8 hour repair. Great job with the balance adjustment Kix! Looks like I will be doing something else with my time until this lousy fix is itself fixed.
Well, after my first experience hitting targets in Forsaken Mission after your so-called "fix" , I can say that I thoroughly despise what you have done and it most definitely does not make my Battle Pirates experience better. Increased frustration and sucking the fun out even further than before seems a more apt description.
This "bug fix" is making my chore fleets take way more damage than before, way to put players first. I don't mind the conq antis because bases are being nerfed as well but chore fleets?
improving the experience MY **** !!!! I'm so sick of this Ironbreakes took 11 minutes now they do 4h22 in a 111 and this you call improving? Do you really think I'm going to refit them for a 6th or a 7th time ? You so wrong !!!!!!
That's it! I am done. I usually don't make any announcements when i leave a game , but in this case i ll make am exception because i've been playing this game for a very long time. I took a "break" from it in the past, but this time is final. I struggled a lot to play the game and to cover all the lost time, and I did limit my self on playing only in the PvE aspect of it, persuading myself that it was for fun, but after the current changes in FM, i am sorry, but i can no longer go on. It never was easy for a non coiner to survive in this game (but don't say i didn't buy anything... cause i did bought that fully ranked fleet of Fury's which gave me the ability to get uranium, more than i could think of, until you f##### me with the new changes of the drac bases)... and now this, bug "fixing" on weps and countermeasures..
Thank you Kixeye for all the good times.
IxDEADxMANxI aka Nik from sector 89 signing out.
Have fun and good hunting to all of you Pirates.
P.S. A big big thanks to the people of TFC whose guidance kept this pirate sailing in the seas for a little while longer.
A first hit of the 111 this week and i take 1hr and 31mins with zelos/mono fleet...countermeasures not working properly again? Cause i only get little to no damage at all when i do these
Are you aware of the damage still being taken by IB Fleets? No? I'm not surprised. Yes? But I bet you'll let it sink into the players till they coin a whole lot then come in and say "we understand blah blah blah" and attempt to fix it and mess something else up. Who ever is in charge of this game now is making a whole load of mess out of it and clearly not one of you all has the authority to fix it.
46minutes is not keeping the experience the same for the 111s. You said and i quote
Adjusting targets to maintain current experience
If you see something that looks unexpected please let us know
46minutes is a far cry from the 15 seconds i was taking before the update. You need to adjust it much more to keep the experience the same. Everyone told you to not screw this up and guess what you did. Fix it fast or even more players will be leaving.
You also need to look at all of the TLCs you released as all of the ones with rhinos have the flak evade pumped up so high that 99% of missiles are getting through.
the ECM is bugged. Point blank.. At times it works ( and it works well ) and other times it sits there like a bump on a log. Projectile speed has nothing to do with it ( its been tested from both sides )
Some people have said, hey lets make the reload longer in ECM turret, problems solved... no, it will not solve that problem, because all you need is 2xECM turrets placed couple squares away from each other, when the first one is in reload the second one keeps on shooting missiles down and so on...
you " think you know " why it stops working, well then you are one of the better minds in the game I guess. Cause **** near everybody I talk to says it is bugged.
but that fine claim it ain't bugged, everyone else knows it is.
Edit: projectile speed has been tested and debunked as the cause mths ago.
It serves no purpose to relink said videos here. but sure, you are the ONLY one in the game that knows how they are working and everyone else are too thick headed to understand it.
We all know turrets do NOT even turn, let alone fire at them under normal circumstances
https://community.kixeye.com/discussion/738384#latest
Thank you Kixeye for all the good times.
IxDEADxMANxI aka Nik from sector 89 signing out.
Have fun and good hunting to all of you Pirates.
P.S. A big big thanks to the people of TFC whose guidance kept this pirate sailing in the seas for a little while longer.
Winner of Hellhound, Grimshine, Nighthawk, V2 C/H, JuggX, Mastedon, Interceptor, Atlas, Viper, Enforcer, Nash, Reaper, Spectre, Hellstrike, Vindicator, Triton, Stingray, Interdictor, Hurricane, MCX, Goliath, Barracuda, Strike Cruiser, Mercury, Mauler, Super Fortress, Battleship, Battle Cruiser, HHA, HHB
The team is still monitoring the FM targets, and in the processing of making additional adjustments to the 111. Thank you for your continued feedback.
Adjusting targets to maintain current experience
If you see something that looks unexpected please let us know