19 hours ago, Aetrion said:
The PvP balance in this game is utterly broken. Interceptors are so overpowered it’s not even funny.
They are by far the fastest an most maneuverable ships in the game. Ok, this part I can deal with, that’s how they are supposed to be.
They are however also the tankiest ships in the game, because they are not only extremely hard to hit and can generally avoid hits from all heavy weapons all together, but they also have a huge number of special active and passive modules that let them nope out when they are in any kind of trouble, and tank absurd amounts of damage. I’ve seen interceptors tank 3 ships while planting a bomb, then turn invisible and escape. How is that in any way reasonable?
On top of that the amount of damage they deal is completely out of control. They can literally burn down a destroyer that has 300,000 effective health in five seconds from out of stealth. How is this in any way reasonable or good game balance? These ships can full on tank the complete broadside of a destroyer with ease, but destroy one in seconds. Same fate awaits anyone who’s playing frigates.
This game is broken. There is absolutely no sense of proportionality in PvP. Huge ships pop like balloons while small ships are practically unkillable. Lumbering gun platforms do tickle-damage while tiny ships can rip apart anything in seconds.
Where is the advantage to playing a large slow ship? Frigates and Destroyers are basically useless in PvP because they neither have better armor nor better firepower than interceptors and fighters.
I’ve seen a myriad of counters to interceptors, try these:
a) stick with teammates, interceptors are weakest when they overexert themselves
b) pulsar and minefield, these items work wonders for dropping interceptors that come too close
c) beam weapons, at this point the only variable is how long you can keep the beam on the target
d) engineer drones, incredibly accurate and fast-firing, these little buggers can deter interceptors that stray too close, as well as heal, providing some tactical weight on the side
e) any tackler slow skills, guard slowing field works too, turns interceptors into sitting ducks, combine it with target painter or damage reduction aura for even more power
f) thi’lith, thi’es, and the homing laser are all basically aimbots, they work wonders for interceptors
these are all I could think of off of the top of my head, quite honestly interceptors (besides xxxx’kin) are incredibly weak, they require a high skill cap to survive, and even then the payoff is quite underwhelming, I much prefer my beloved frigates, (dear devs, please give us engineer and guard modules already)