Necron Starburst

Is extremely strong. It's too strong for how easy it is to use, really hope it's looked into before the game is released, it's a multiplayer killer.

Yup, with the +100% damage upgrade and being able to blink in with multiple ships and Starburst, it's pretty game-breaking. Very little room to counterplay.

last edited by LKHERO

haven't tried this out yet been focusing on the imperium but going to give this a look . one of the main problems with the first game was to balance problems so HOPING that this game isn't going to have like 2 or 3 factions that kill everything and the other factions are niche don't waste your time factions.

I have to agree. I picked necrons as my first race to try out and had no idea what i was foing - this ability is crazy easy to land, will auto-destroy all escort ships, and is available on all cruisers for a faction that should be best at long ranges.

I like the fact that they have a short-range defense and that it can kill torps/ordnance, but 300 damage is too much, especially with the doue damage ability. It makes the best strategy to just inertial drive+shotgun everything away, since it deals direct hull damage and ignores shields.

I love how the Star pulse went from almost useless to OP 😂
Damn those things are hilarious.

Anyway, I'd suggest nerfing the damage back down but instead giving it crew damage or high fire chance, the raw damage when stacked is too high now. I think half the damage it has now would be acceptable.

last edited by CALiGeR_Reborn

you guys are talking about the star pulse? if you take the upgrade it is 600 armor ignoring damage on a 120sec CD with infinite charges. three battlecruiser can burst for 1800 damage in a 4500 range ring. it is totally broken.

@fosil Yh, it sure is, but it was pointless in the previous build when it only did 100 damage.

@caliger_reborn 100 armor ignoring damage every 120s is roughly a 12% dps increase for the scythe reaper against non-braced imp armor.

last edited by Fosil

@fosil It doesn't ignore shields. It used to only barely break down shields, which is what made it so bad. Its OP now though.
I'd like to see the damage halved to 150, that scales much better with the upgrade and is much less OP than it is currently.

Yeah, the Necron are hilariously overpowered so far. They're like the Tau from the first game: Start the match, make a sandwich, and come back to your victory screen. 😛

the upgrade just needs to go, the pulse itself isnt that bad
the double damage pulse is tho
maybe give better interceptors? pulse used to be necrons main any ordnance skill, low damage but also low cooldown
now they use that for damage but leaves them open to ordnance, so buff that with an upgrade to their interceptors instead of doubling the pulse damage

any necron lore fanatics that can give me info on how they should compare to other factions interceptors in lore?

@ashardalon said in Necron Starburst:

the upgrade just needs to go, the pulse itself isnt that bad
the double damage pulse is tho
maybe give better interceptors? pulse used to be necrons main any ordnance skill, low damage but also low cooldown
now they use that for damage but leaves them open to ordnance, so buff that with an upgrade to their interceptors instead of doubling the pulse damage

any necron lore fanatics that can give me info on how they should compare to other factions interceptors in lore?

I would argue that damage right now, even without the upgrade is still not a good ability design wise. You can use it immediately after IE which makes it an almost unreactable free source of damage with little counterplay ina 4.5 km rangee radius (and no friendly fire so you can have 3 ships jumping in to do it).

last edited by LKHERO

@lkhero as someone who loves nids, especially the new jaws i definitely can agree with that
especially since necrons dont seem to phase out anymore on low morale (why is this gone? its in lore!)
resulting in a lot of nids ships rushing in for the bite only to be blown up by starpulses

tho the cooldown is long and necron ships are few and if you jump forward to pulse you are going to end up indefensible in the middle of the enemy fleet
so i think without the upgrade it wouldnt need a lot of nerfing, maybe reduce to 250 instead of 300 could already be enough
it would give a great opening volley but after that you are out of position with slow and vulnerable ships in the middle of the enemy
and that just gets worse if your enemy didnt blob
its really the upgrade that pushes it from "maybe slightly too strong" all the way to "wtf where did my fleet go?!"

last edited by Ashardalon

@ashardalon said in Necron Starburst:

@lkhero as someone who loves nids, especially the new jaws i definitely can agree with that
especially since necrons dont seem to phase out anymore on low morale (why is this gone? its in lore!)
resulting in a lot of nids ships rushing in for the bite only to be blown up by starpulses

tho the cooldown is long and necron ships are few and if you jump forward to pulse you are going to end up indefensible in the middle of the enemy fleet
so i think without the upgrade it wouldnt need a lot of nerfing, maybe reduce to 250 instead of 300 could already be enough
it would give a great opening volley but after that you are out of position with slow and vulnerable ships in the middle of the enemy
and that just gets worse if your enemy didnt blob
its really the upgrade that pushes it from "maybe slightly too strong" all the way to "wtf where did my fleet go?!"

Exactly. Great example of Nids, and surely Orks and Space Marines to follow. Some factions love that close range and boarding potential, or damage through ramming or something else that they have perks for. I almost feel like the Necron ships having this ability innately, puts a huge damper in the strategies and strengths of the other factions just for existing. I can make an argument for the Eldar as well because anyone within that 4.5km radius is taking 600 damage currently through shields (because we don't have any lel), and that's absurd.

last edited by LKHERO

People are taking double harvesters in 2v2s, then jumping both in together to deal 1200 damage to everything in a 4.5k radius. This is way too much damage. I don't know that you need to remove the double damage upgrade on it, switching a primarily utility anti-ordinance ability to a primarily burst damage source is the kind of tactical change good upgrades should provide. Just tone down the base damage from 300 to 150 or 200.

I've had 0 issue with it 1v1s as IN but understand how it could be a problem in other matchups.

Double damage from pulses was an un-intentional side effect from damage buffs the devs did since last beta.
They have said they will be reducing it back down (one of them forgot that you could double it's damage)

@brohanbroski what is your IN build? I have some fun with AM and was thinking about giving the navy a try.

@Fosil Retribution, 3 Vengeances, Dauntless MK2, 3 widows. Probe and mwj if you have mwj unlocked or probe and stasis if you don't. the two shield upgrades if you have them unlocked first shield upgrade and ram if you don't.

I haven't witnessed this being an issue myself. I didn't realise though damage had been upped to 300 base. Perhaps a return to 200 would be suitable?

The burst needs to stay fairly strong though as it provides a much needed flexibility to Necrons fleets, the ability to protect from long ranged strike craft use, or the ability to output extra damage against factions that close with the Crons (which is surprisingly easy). It is especially important for protection from strikecraft as Doom Schythes are notoriously worthless.

If anything, I've had huge trouble using Necrons. They seem to be quite weak at the moment, especially vs heavily shielded opponents.

Looks like your connection to Focus Home Interactive - Official Forums was lost, please wait while we try to reconnect.