Overall this first PTR test was incredible, really well thought out changes in general, props to the team.
The only changes I would like to say are the following:
- Rockets: warm-up time reduction
- Shield: warm-up time reduction, with small increased active time, small decreased cooldown or both
- Aggrobomb: less minimum damage
- Resurrect: long, normal and strong variations should have different cooldowns
- Repair Turret: AOE logic removal
- Lightning Chain: additional target hits
All underused components are much better now and some of them feel really powerful, so that's a good thing.
There are only 9 main damage components in the game (not that many) so being able to use all of them is a big step forward, I could only think about the warm-up time of the rockets to increase its responsiveness in long range fights (this can help against SB spam a little bit) and maybe some more buffs to the lightning chain which will be the least powerful damage component for general purposes.
Aggrobomb would need a minimum damage nerf because it's the easiest module to land in the desired place.
Other resurrect variants see no use because the best is always the fastest one, so reducing the cooldown of the other variants makes sense.
For the other components, shields will feel less powerful not because they will be worse than before, but because there will be more stun and stun dome components in battle, so many players will choose a ship with protector instead of shield. Buffing the shield will incentivise using shielded ships as well.
Although this will be an unpopular opinion, repair turret spam is not affecting the spanish servers so nerfing the module just because 1 or 2 servers are overusing it makes no sense to me. Right now with all these changes, the AOE damage has been greatly increased against a big group of entrenched enemies, so turret spam should be even worse than before.
I agree that nerfing the repair turret was unnecessary. No one is abusing turrets really.
The aggrobombs damage on aoe is an issue, its become actually quite easy to kill players in a group from as high as 50% if you have crit chance drone active and just get lucky. At least a 10% nerf is justified in my opinion. I did not test Orbitals as orbital was not included in the changelist, however since orbitals do not get this buff it actually gives a pretty good incentive to use bomb over OS since u can actually just kill the enemy team with bomb spam before the OS's cooldown could mean anything. Though of course this is just the ideal scenario since its hard to pull off a bomb combo when faced with magnets and stuns.
TLDR: being able to kill someone from 50% when they are hiding behind 10 other players feels a bit too much.
Also red graviton bomb? its not a real argument of course, i just found red gravi on bomb very funny xd
I also agree with the mat ideas, the long mat has no reason to exist, change it to rapid mat and reduce the cooldown. It wouldnt even really be that powerful because having to stand still for 24seconds to mat someone almost garuntees you will die unless you happen to have allies cover cloud rt rf and rd as well as asura to keep u alive. Counterplay options to mat ships are very good now, you can stun the person who tries to walk up to a pod and that guy will be unable to do anything for himself because stuns are so strong now. Also the stun on shield thing still exists which should be fixed. If u stun a heron on his shield, even if he gets protted the stun effect will linger, this is pretty hard to deal with tbh.
Now that aggrobeacon is so powerful, i see basically everyone choosing anin-10 over rdx-05 . The shield really is too selfish of an item to compete with the aggrobeacon now since players are almost forced to kill the beacon for 2 reasons - the aggrobeacon does a fair bit of damage actually its not a lot but its not negligible either , and for another, the beacon caster will literally be almost impossible to kill unless the beacon is down assuming they are using a strong beacon.
I think a shield strength buff is justified in this regard, if its going to be purely selfish item, it needs to just be that good. I think a good comparison now would be to the buffed version of the aim scrambler. Aim scrambler is one of only 2 items that you can actually use if u are stunned(since the stun is so powerful u literally cannot use a prot on yourself before someone bombs and kill u), 3 of u count afterburner but honestly afterburner doesnt work well as a response to being stunned anymore due to how strong stuns are. The aim scrambler is an example of how strong a selfish item needs to be in order to feel good. The inverter might be a bit of an outlier i dont agree with the existence of an "invincibility" item tbh but the comparison is there right. Shield just doesnt compete with scrambler and inverter overall.
As of the test, the prot is even more necessary to have due to the fact that stun is kind of just that strong tbh. Prot has faster cooldown on top of giving stun immunity. So if a strength buff is out of the question for whatever reason, perhaps a cooldown reduction to line up with the prot would be a nice gesture as well? So prot wont just be better in every way?
On an unrelated note, i would like to talk about the taunt , or rather the lack of taunt usage even on the ptr.
It seems the buffs the taunt got did not attract many players to use tanks and i would like to suggest reasons why this may be the case. Firstly being that taunt is single target debuff which puts it in direct competition with stun charge which is also a single target debuff. I think its clear the stun charge is basically better in almost every way. You dont need to deal 15% more damage to a target if they cant fight back you will kill them xd. The only ship to use taunt right now being tank doesnt contribute much to the team compared to granite with aggrobeacon to damage the entire enemy team instead of just a single player. And granite is a protector wielding ship as well.
I want to clarify by the way, i do not think taunt should get aoe. the tank class should specialise and tanking damage, not debuffing enemies.
I dont actually have any ideas to make taunt better at the moment, maybe it just needs new ships that can use it to see the light of day.