#Severe Balance Issue: Pulse Weapon in Blue Stars

1 messages · Page 1 of 1 (latest)

digital crag
#

The Pulse weapon is currently broken in Blue Stars. The damage output is so extreme/instant that it allows for zero reaction time, completely removing skill and tactics from the match.

​The Problem:
As shown in the attached video, the Pulse module wipes out ships in literally 1 second.

​Unless a player instantly activates Alpha Shield or Destiny, they are deleted immediately.

​There is no window for counterplay or maneuvering.

​I witnessed three players (including myself, with nearly Level 14 tech) get melted instantly by a high-level (RS12) Pulse user.

​Impact:
It feels like I’ve been playing for only two weeks, despite having high-level tech. This imbalance makes BLS frustrating and unfair, favoring raw stats over actual strategy. It forces a very specific meta and punishes anyone trying to play legitimately.
​Conclusion:

Please review the damage scaling or tick-rate of Pulse for Blue Stars. It needs to be adjusted to allow for a fair fight.

​Video Evidence:
https://youtube.com/shorts/vglpbvNP3js?si=DXKuZtoP4L6UhHaL

hollow hull
#

Pulse is perfect, as it should be. Without dmg it is useless, with higher tick rate it is just another massbatt.

hollow hull
#

The real problem is unfair matchmaking, low lvl players can’t do anything to higher lvls pulse or not

thin dirge
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lol, don't mislead people
I got #1 badge before anyone reached d12, it was nothing to do with pulse

also if you really think pulse is the key to be #1, check the leaderborad now
there are bunch of pulse players and they aren't occuping the leaderborad, think about why and if your theory is true

I've encountered pulse players a lot and I managed to find some ways to beat them without bringing myself pulse
I agree the matchmaking is just bad but blaming all problems on it is not practical

storm yoke
#

Counters for tp-pulse:

  • Alpha shield
  • Barrier
  • Destiny
  • Suspend
  • EMP (if you can react exactly on time)
  • Moving away (pulse is 120au, TP takes 5 seconds, ship moves at 66au/s > you have 3 seconds of reaction time) error with numbers
  • Always keep moving, stationary makes you an easy target
gray cosmos
#

A damage reduction, including a shorter interval, shouldn't be as bad as it may sound. In fact, the combination is very strong, and even with your proposed mods, it is difficult. Is it currently a guaranteed win? I believe not, but it definitely comes from hell.😅

dim rampart
#

In my opinion it's not a problem with pulse itself, just that there are too many mods that do too much damage instantly. Veng, destiny, leap, pulse. Remote bomb and rockets are fine because they have other weaknesses, but against any of the others the only counters are alphashield or evasion.

storm yoke
#

I think that the issue is that high level teleport gets a faster cd in blue star, rather than pulse itself. It makes sense in DRS, but in pvp, a faster CD will always give an advantage to the predator.

#

note, I have tp 14 so usually have a much faster or equal cd than most of my opposition

storm yoke
dim rampart
#

Yeah high level tele is busted beyond belief tp15 can just reach any point on the map every 30s while all other mods have 60s cooldowns

storm yoke
# hollow hull Ship moves 20au/s 🤓

Huh, ok fair enough. I looked at the wrong tab.

But still if people are sitting stationary on an Asteroid when there is a tp pulse user on the map then they have basically put a "kick me" sign on their own battleship.

You should always be moving and watching their pulse countdown

hollow hull
sand maple
#

I agree with CharismaticLeo, seems every high damage mod has a thread with people whining they died too quickly and now they're mad that BLS is unfair.

#

Rebalance all the high damage mods to have more weaknesses or not be one hit kills, and/or make it so you can fly outside of any weapons range during teleport start up sound like maybe worth considering.