09.06.15 (June 9th) Patch and what it mean for the Eldar Corsairs

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Halstead
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09.06.15 (June 9th) Patch and what it mean for the Eldar Corsairs

Postby Halstead » 09 June 2016, 15:58

To save time here are the changes to Eldar and general changes that affect all factions.
General

[*]Escort ships can no longer use the “Emergency Repairs” skill while heavily damaged.
[*]Accuracy calculations modified: Now all bonuses/penalties are a raw improvement/decrease of the Accuracy score excepted for the Eldar Holofield that stays a percentage reduction.
[*]The Radius of the Plasma Engine Surge has been improved from 2.500 to 3.000
Eldar

Eldars
[*]Eldar Pulsars now deal 15 damage per pulsar per instance (3 instances per skill use) and have their cooldown reduced from 30 second to 20.
[*]The Eldar “Rune-Assisted Targeting” upgrade has been reworked. Rather than its old effect, it now does: “While on “Lock On” Special Order, Starcannons switch from a 90° angle of fire, to a 270° angle of fire.”
[*]The Eldar “Phoenix Sails” upgrade has been reworked. Rather than its old effect, it now does: “If Sails are critically damaged, the speed penalty is divided by 2”
[*]The Eldar “Dragon Sails” upgrade has been reworked. Rather than its old effect, it now does: “Gives +25 speed to the ship”
[*]The Eldar “Ambusher” favour upgrade has been modified, its bonus reduced from +50% damages while furtive to +25%.
[*]The Eldar “Maelstrom” favour skill has been modified, it now deals 0 damage to shielded ships, but 10 damage per second to ships without shields.
[*]The Eldar “Wraithbone Shift” Special Manoeuvre cooldown has been improved from 20 seconds to 25 seconds.
[*]The Eldar “Phantom Disruption” favour skill has been modified, it now affects an area of effect of 3.000 units around the given location instead of a lone ship.
[*]New Eldar upgrade replacing “Enhanced Crystal Focusing: Pulsars range improved by 3.000 units.” by “Guided Fire: While on Reload Special order, Starcannons reduce their firing rate by 2% per second as long as they attack the same target continuously. Maximum reduction -50%”
[*]New Eldar upgrade replacing “Wraithguard: Raises the Troop Value by 10 against Cancel Warp attempts.” by “Solar Accumulator: Reduce the Wraithbone Shift Special Manoeuvre’s cooldown by 5 seconds.”
[*]Two new Eldar ships models, the Shadow Cruiser Kurnous Pattern and the Eclipse Battle Cruiser Vaul Pattern are now available.

Skills and Favors
[*]The “Disruption Bomb” Technical skill’s cooldown is now 180 seconds.
[*]The “Stasis Bomb” Technical skill’s cooldown is now 300 seconds.
[*]The “Plasma Bomb” Technical skill’s cooldown is now 180 seconds. Additionally, they only deal 50 damages (instead of 100) if the enemy ship distant of more than 50% of the area of effect compared to the epicenter of the explosion.
[*]The “Micro Warp Jump” (and faction equivalent) technical skill has been reworked: It now starts in Cooldown, and shares its Cooldown with the Warp Jump. If the player uses one of those two skills, both will be set on the used skill’s cooldown.
The interdiction zone for the Micro Warp Jump has been reduced from 3.000 to 2.000.
[*]New Technical Skill replacing “Taunt: Force the targeted ship to attack the ship, respecting its set behaviour.” by “Rally: Cancel the targeted ship’s insubordination without triggering the Mutiny effect.”
[*]Unfitting a Skill, an Upgrade or a Favour now gives back 50% of its initial price.
[*]The Servitors (and faction equivalent) now affect all skills excepted the Warp Jump (and faction equivalent).
[*]All additional Troop Values granted through a Favour upgrade are divided by 2 (Examples: Nurgle now only gives +10 and Space Marines now only give +5)


My thoughts; no taunt is good for Eldars? I would guess so. The changes to make star cannons more useful seem fun to have. The bomb CD changes mean the chain bomb tactic is more precious now? MWJ seem nerfed but the last part about interdiction zone make it more viable in that you don't need as much room to make a MWJ as before.

The change to maelstrom now mean you need to spot the ships to find out their shield status and having disruption bombs on hand to help with knocking out shields, thoughts on this?

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Crnyo
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Re: 09.06.15 (June 9th) Patch and what it mean for the Eldar Corsairs

Postby Crnyo » 09 June 2016, 16:56

We will see how Eldar players react to this but I think pendulum swung in the other direction too much.

Pulsars lost 3k range upgrade and DPS got cut by a quarter. One of those changes is fine, but both seem like an overnerf.
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Halstead
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Re: 09.06.15 (June 9th) Patch and what it mean for the Eldar Corsairs

Postby Halstead » 09 June 2016, 17:03

Crnyo wrote:We will see how Eldar players react to this but I think pendulum swung in the other direction too much.

Pulsars lost 3k range upgrade and DPS got cut by a quarter. One of those changes is fine, but both seem like an overnerf.

Well, consider that Taunt is gone. Bombs have longer cooldown. And new upgrades for the Star cannons make them more meaner. Slotting one of those new upgrades in place of the 3k range upgrade would boost your ship's star cannons alongside the pulsar.

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Re: 09.06.15 (June 9th) Patch and what it mean for the Eldar Corsairs

Postby Beernchips » 09 June 2016, 17:14

Pulsars lost 50% damage for 33% lesser CD so overall DPS didn t changed much but alpha is clearly reduced. It is really too early to see the real impact of all changes but some general trends seems :
- You can t rely only on pulsars alpha to kill, you will have to complement the with starcannons.
- Starcannons need special orders to be effective ith upgrades so you can t have their full impact all time long, you will have to choose

I think taht Eldars more than all other factions have to choose carefully which special order is to be used and also that you have to think how to get the full effect of skills, especially the favors related ones.
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Solitaire_7
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Re: 09.06.15 (June 9th) Patch and what it mean for the Eldar Corsairs

Postby Solitaire_7 » 09 June 2016, 18:18

We get more choices now with mission load outs thanks to the extra cruiser class that is basically a carrier shadow and the vaul variant of the eclipse is handy. Those changes are subtle but very welcome. Glad taunts gone it was never in TT. Overall the eldar fleet feels more stimulating/challenging. Having to use the cognative thingy now. Rarely if ever did use it before the nerf/patch. Shame they didn't take a little more care with the initial Eldar release but hey-ho.
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Re: 09.06.15 (June 9th) Patch and what it mean for the Eldar Corsairs

Postby Imperator5 » 09 June 2016, 21:15

The two starcannon upgrades seem counter.

One gives 270 degree arc for Lock on - Seems like something good for long range carrier bombardment, as it basically gives you broadside starcannons.
Other gives growing rate of fire with Reload up to 50% faster firing. Seems like something that would be handy if you got other forward weapons, like pulsars and/or torpedoes.
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Halstead
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Re: 09.06.15 (June 9th) Patch and what it mean for the Eldar Corsairs

Postby Halstead » 09 June 2016, 21:37

Imperator5 wrote:The two starcannon upgrades seem counter.

One gives 270 degree arc for Lock on - Seems like something good for long range carrier bombardment, as it basically gives you broadside starcannons.
Other gives growing rate of fire with Reload up to 50% faster firing. Seems like something that would be handy if you got other forward weapons, like pulsars and/or torpedoes.
Counter how?
The 2nd upgrade give an increase rate of fire...As long as you are focused on one target to get up to -50% to reload time on the cannons.

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Re: 09.06.15 (June 9th) Patch and what it mean for the Eldar Corsairs

Postby Imperator5 » 09 June 2016, 21:39

Halstead wrote:
Imperator5 wrote:The two starcannon upgrades seem counter.

One gives 270 degree arc for Lock on - Seems like something good for long range carrier bombardment, as it basically gives you broadside starcannons.
Other gives growing rate of fire with Reload up to 50% faster firing. Seems like something that would be handy if you got other forward weapons, like pulsars and/or torpedoes.
Counter how?
The 2nd upgrade give an increase rate of fire...As long as you are focused on one target to get up to -50% to reload time on the cannons.


Because one needs Lock on Special order, the other Reload special order. You can't have both orders running at the same time.
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Re: 09.06.15 (June 9th) Patch and what it mean for the Eldar Corsairs

Postby aprg » 09 June 2016, 23:00

Maybe I just can't play Eldar, but I find I get rekt now. Even the Voidstalekr can be countered relatively well. Heck, I managed to destroy a Voidstalker with an Imperial Fleet based around Torps -- no Nova Cannon required.

Maybe I just need to L2P Eldar, but I also just don't find them fun to play. With Eldar I'm constantly stressed and my strategy falls apart the moment someone sneezes in my ships' direction; when I play Imperials, even when I lose and my whole fleet is destroyed, I usually feel that I know where I went wrong, and I've usually had fun.

I just don't like where the Eldar are at. But maybe that's just me.

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Re: 09.06.15 (June 9th) Patch and what it mean for the Eldar Corsairs

Postby Mav » 09 June 2016, 23:34

And with the taunt removal and micro jump not being avaible from the get-go Eldar are still going strong
I still run pulsars and still engage from 3 diffrent directions and still the only possible counter for that play is chaos spamming that slanesh thingy. While it's not as onesided as it used to be I actually find new pulsars better than the old ones. I didn't do any math on them, nor I cared about it, but I guess the dps is the same just you need to shoot more often?
I considered starcannons for a bit but that would require gimping my build into a weaker version of imperials and doing the fly- byes which I just don't want on my shiny eldar ships
With the range nerf and favour change I find it actually more reliable to run full saim hamm, or w/e and just kill enemies vision


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