Hi there, As a long-time user of snares and QEDs for piracy and PvP, I wanted to give my feedback on tonight's changes to the system, especially regarding the snare on the RSI Mantis. Right out the gate.. these changes don't feel good, so I'd like to discuss why and provide some feedback: Why the Mantis was a problem So for a little bit of context, in 3.22.1 LIVE, it is pretty much impossible to catch a Mantis due to its very high speed, accelerations, and trichord ability. A player piloting a Mantis could effectively remain untouchable while kiting around a larger, slower target. Why the Mantis isn't a problem in 3.23 In 3.23, prior to this patch, due to the lower speeds and lack of trichord, as well as having the base 'Interceptor' archetype tunings, the Mantis was easy to catch and very easy to kill due to its small shields and fragile hull. The 20km dampening radius was quite extreme for locking down NAV speeds, yes, but it was necessary for the snare to work. What changed in 9151395 In the patch notes it was stated: Made it so only jamming will block Qdrive spooling (https://robertsspaceindustries.com/spectrum/community/SC/forum/190048/thread/star-citizen-alpha-3-23-0-eptu-patch-notes-13/6788798) These changes revolve around the snaring feature being separated from dampening. The Snare pulls ships out of quantum travel and prevents them from jumping away, but does not prevent them from spooling their quantum drives and exceeding SCM speeds. Once a ship spools and reaches Nav speeds, it is essentially uncatchable with some edge cases. The Dampener or 'Jammer' cannot pull ships out of quantum travel, however it stops ships from spooling their Quantum Drives, jumping, and therefore accessing Nav speeds. What's wrong with the new changes 1. It doesn't solve the issue of the Mantis being able to troll and control distance so you can never kill it 2. It makes snaring literally impossible unless you bring 2 or more Mantises (I have no problem bringing multiple ships but having to bring multiple of the same to do one task is strange) 3. It makes Dampening very strong while punishing Snaring How this affects gameplay Unfortunately, this change means that there is 0 chance of a singular Mantis being able to snare a ship out of quantum and prevent it from just immediately spooling and just... leaving. To effectively prevent a ship from leaving a snare, you would need 2 or maybe 3 to cover the snare drop out area with dampening fields (which is intended to be 10km for the Mantis). The Mantis didn't recieve any buffs to its combat performance, and to even CONSIDER using it to snare, you need at least a couple friends also in Mantises, which feels bad. In my opinion, the QED specialist ship, should be able to perform its role properly by itself. Meanwhile, the 10km jamming radius is still pretty huge so if you're not interested in the in-depth, strategic snare gameplay, you can still use the Mantis's 'Easy Mode' pretty effectively. Pirate fleets will end up being as much Mantis spam as possible since it is so ineffective at jamming! Conclusion In summary, I really hope these changes get reverted. At least until new feature work gets brought in that allows more fine-tuning and better mechanics to suit Master-Modes, In my (potentially biased :smile:) opinion, having a working and useful snare is better than having no snare. Whilst a trolling Mantis could be a problem in 3.22.1 LIVE, it never really happens because there really isn't much point to doing it, and I think the same extends to 3.23. The Mantis is weak and fragile enough as it is, at least let it do its job properly! Thank you for reading, this is a topic that means a lot to me. Thanks, Experia @YogiKlatt-CIG @Ape-CIG @K_Winter-CIG