Breacher Pod counterplay suggestion

Was recently slammed by a ship using Breacher pods, which of course got me to thinking about counters to them. There is always the smart-bomb approach, but what about all these marines we all have sitting in our hangars, just doing busy work and playing cards? Allow them to be a counter by reducing damage time and amount, based on number of Marines you have on board.

3 Likes

Isnt staying out of range the main counter

Not always Possible if they have the speed advantage over you.

'>What’s your counter to getting shot by X
'>Not getting shot by X

Big brain over here.

2 Likes

Given the Breacher Pod damage is done by a boarding party then your idea makes perfect sense.
On that basis alone it will not be adopted by CCP.

5 Likes

If they do that then I also want to be able to completely stop every boarding party damage with loads of spirits, tobacco and exotic dancers

3 Likes

The design idea was crap from the beginning, still is crap and will be crap as long as it stays in the game. All that was achieved is the exact opposite of what those system’s intentions were:

  • bring more logi to negate their dot effect
  • bring a bigger blob to primary them instantly
  • hardcore kite/snipe them
  • blueball them by denying content to anyone bringing them*

Oh, the intention of these ships was to motivate people to brawl? To have better fights with less logipower and less blobbing? Haha, good joke. They did the exact opposite. As foretold.

*Hint: I know for sure there are groups out there doing exactly that: If the opponents bring these ships, there will be no fight. Because the mechanic is ill-designed, punishing people for skilling and investing into their fits and making people lose ships mid-warp even after they have won fights or successfully broke tackle. And as long as this is the case, I can perfectly understand that.

5 Likes

Counterplay involves staying out of their very limited range. As those ships have web resistances you would need to be faster rather than rely on webs to keep them slower.

You can also fit your ship differently; the damage-over-time effect scales with raw hitpoints and ignores resistances which means you can minimize the effect with a fit that focuses on big repairs rather than high EHP.

Sounds interesting :slight_smile:

Unfortunately that is a 100% useless if you have more than a handfull opponents, unless you are in a blinged Marauder or can kite from long range.

Exactly this is why the design is a complete fail from the core. All ‘counters’ either gimp your ship or are the exact opposte of the devs intentions.

I am yet to be shot at by one of these new weapons, if they do damage to shield/armour/hull all at the same time, would it not be that a bling fit maruder would need to be at a minimum dual tanked hull/shield or hull/amour to not die due to hull HP loss?

They don’t. They do normal damage against whatever HP your ship has left, beginning with shield, then armor, then hull.

The ‘problem’ isn’t even the damage over time, the problem is the insanely stupid design of the damage calculation. It’s actively punishing the player for skilling, for investing more into his fit and it won’t even stop if you have won a fight or managed to break tackle and warp away.
It causes frustration and leads to people evading fights - especially brawls - even more, all goals the designers had with it are completely missed. There was very good feedback how to design this weapon system so it fits into the game’s combat system, is counterable and adds tactical depth, but CCP simply ignores it.

1 Like