No mention of the compensation for PC players that didn’t get the 9k-14k Aquilas ?
They’re hoping we ignore it.
And that’s why I am talking about it. We should talk about it in every goddamn official post until we have an official answer and not the “coming weeks” nothingburger we got
How the kark am I suppose to get the damn Zealot Legendary 20ms at Half Health… CATFISH! I Need answers.
● Added more aggressive speedrunning prevention spawning
Do we have an approximation for a release date? I want it NOW ![]()
PS - Thanks for making good on your promises for improving veteran!
Happy to see a buff to the Infantry AGs and sapper shovel. Disappointed in the extent of the chainsword nerf - seems a bit excessive.
Hold off on the praise. They still have to deliver on these promises and their track record with that is rivaling Blizzards in how far it can sink. Case in point; they finally admitted to nerfing the crap out of Demo Team and in the way that removed yet another ability to support the team. So at best we have a case of simple and utter incompetence at even the most basic proof-reading. The alternatives tend to suggest that a degree of malice was involved.
As far as I’m concerned its far too little and far too late. This is stuff that should have been in before patch 13 was released. That it has taken this long is frankly appalling. And the utter lack of an apology for the people that were INTENTIONALLY screwed over just to rush something out for the big XBox release still shows how little regard they have for the actual majority of players.
So, no. Wallet is still closed and bolted shut and the advice to others is still “go play a mobile Gacha - you’ll have more fun for the money spent.”
Good to see a quicker turn around on the last major balance patch.
Not saying this often, but good job Fatshark
As a Smither enthusiast. My issue with Smite is that it generates too much peril. Voidstrike/Purgatus staves does what Smite does, but better and they actually kill things for less peril. Instead of increased Smite damage during Empowered Psionics, I would much rather see a reduction in peril generation.
Now it’s useless again. Back to fire frenzy, I guess.
I mean, it was kinda bound to happen? I love the force swords and I’ll still use them, but the infinite dodges was a bit nuts too. 5 is still pretty good.
I still think it will be pretty useful especially when stacked with Duck & Dive on the vet. You’ll close range a little slower but still have ranged fire immunity which is the key point IMHO.
Accatran Mk VId Recon Lasgun
● Armour Modifiers (near, far):
○ Unarmoured: 75%, 100% to 90%, 75%.
○ Flak: 75%, 100% to 75%, 50%.
○ Unyielding: 50%, 100% to 65%, 50%.
○ Maniac: 50%, 60% to 60%, 50%.
○ Infested: 75%, 100% to 100%, 75%.
I have some complaints about the recon changes. For clarity with those not in the know, the 6d recon had the “standard” inverted falloff that most other lasgun families have, while the 2 and 7a recons had regular damage falloff usual to other gun types.
With the changes, the falloff is being reversed and then some. I think it should’ve been left alone and the recons should’ve had a long range option, and I don’t like that the only automatic lasgun line is being pigeonholed exclusively into short range.
That’s just my preference, but people overwhelmingly use the guns (or rather, the 6d, the others are still quite bad) for mid-long range shooter/elite/special duty and not for blasting things in the face at close range like you would with a brauto.
People using it as normal would likely notice a decrease in general damage even without extra changes. But then they’re also considerably reducing the “better range” values and/or just giving an overall nerf. Most notably flak and unyielding, which have a 50% damage loss at far range compared to now. Flak even has the same damage at close range, so there’s no defensible upside there at all.
Another problem is the falloff isn’t just being switched, and there’s a massive damage multi nerf against certain armor types.
-Unarmored lost 10% damage off its “better” range, so it wasn’t just a switch there.
-Flak however stayed the same at close range but lost an astounding 50% damage at long range. That’s right, it’s a straight up huge nerf against the most common armor type in the game.
-Unyielding got a 35% nerf at its “better” range.
-Maniac and infested got a simple switch. It had awful maniac damage already, so I suppose it could’ve been worse.
I assume this is a poorly thought out panic nerf in response to the 6d enjoying some measure of success and popularity with the introduction of shock trooper and the rending talents, after being in the dumpster with the rest of the recons for the vast majority of the games lifespan.
Ironically it wasn’t even the strongest lasgun currently, with the helbores and k12 sitting comfortably above it with a crit setup that let them reliably one shot (UTTERLY DELETE) most enemies while also similarly (or better) benefitting from shock trooper. While it could be quite good with a particular talent setup, the 6d wasn’t overbearing for challenge content, and had considerably slower kill times for most enemies.
Yet those guns are avoiding nerfs entirely, and in the case of helbores (especially helbore 3, the strongest lasgun currently) they are getting some small buffs to their special ability.
Also the upper limit of the rending 2 rending talents taken most on 6d setups were nerfed as well. I think they are going too far on this one, and would appreciate not having the gun pushed back into mediocrity (or the dumpster), especially after I spent so much time/effort/resources crafting a good one.
As for the other recons, the 2 is getting buffed a bit:
Accatran Mk II Recon Lasgun
● Armour Modifiers (near, far):
○ Unarmoured: 100%, 75% to 125%, 90%.
○ Flak: 100%, 75% to 110%, 80%.
○ Unyielding: 75%, 50% to 90%, 50%.
○ Maniac: 60%, 50% to 75%, 65%.
○ Infested: 100%, 75% to 125%, 90%.
However I don’t think it’s enough at a glance. It currently has about 590~ average dps (against flak) at all ranges, typically reduced or slightly increased depending on damage type. The 7a, which also needs a buff but isn’t getting one, is sitting at about 683~.
Oh, but infernus is being buffed from 10 stacks max at t4 or 12, so I guess that’s something. But for the 2 and 7a, with shorter crit strings and slower rate of fire (with higher damage), that’s hardly the most helpful news. You’ll still need multiple crit strings to fully stack it, which you won’t get on most targets so the value is limited.
Idk if 5 seconds is a long enough duration for executioner’s stance if elites are getting a big health buff.
Also the notes claim to intend to make assail less spammy but they still have the same reserve and regeneration speed?
Incredible. We were right all along ![]()
please dont, like actually please do not do exactly this!
the ironhelm is different because you can hit multiple enemies with the powered up heavy.
players who choose this weapon over the crucis specifically play it because it allows to hit multiple enemies and still kill the elites.
if the heavy is switched to a single target strikedown, the power up will activate on first target hit, any target, grunt or elite.
players who want damage over utility go for the crucis, if they choose less damage, its because they value adaptability over pure damage.
i really hope this change is reconsidered or… i guess another thunder hammer model is added again to do its now vacant job.
And yet not a single word of apology or acknowledgement. Something like “oops, the players were right and we were wrong sorry” would at least have been a start. It sure didn’t hurt SOE’s standing with the players in Planetside when they admitted to a screw up. But I guess that was back when community managers actually gave two rips about keeping their players around for years. Nowdays its all about jacking up the profits this quarter and to the warp with long-term viability.
Can we get any more specific date such as in within 1 week or 2?
Thanks for fixing Smite!
It’s gonna be nice enjoying the game without a million Psykers abusing the bug.
Good stuff, the only thing I disagree with is this:
Talent “Light ‘em Up“ - Reduced Stacks of Burn from 3 to 2
Stubber Gunlugger is pretty mehh without the fire dot on its (very long cooldown) ability, was also nice to have something that is capable of dealing with bosses that made up for when your team didn’t have a thunderhammer Zealot or recon Vet, I would undo this nerf personally.
Reducing the primary damage is not going to make people spam Assail any less, the ease of use is what made people spam it in the first place. Reducing the max number and making it not generate new shards as fast would have been better then touching the damage, if the intent was to make it so people could not spam it as much.