10 minutes ago, Aetrion said:
Posting videos from November 2016 that show weapons that got nerfed so bad that nobody even uses them anymore is kind of dishonest don’t you think?
Also the idea that just because something goes faster and relies on constant use of active modules it’s more difficult to play is simply bogus. There are different kinds of difficulty, and one big one is how far ahead you have to plan in order to avoid bad situations. If your ship is extremely fast and has a lot of “oh sh*t” buttons you don’t need to plan very far ahead. If your ship is slow and can’t extricate itself from danger you need to plan very far ahead. If planning wasn’t difficult grand strategy games would be considered extremely easy, when in fact they are considered to be some of the most hardcore games there are.
I think you missed the point, niripas tried to showcase the difference in game play. Destroyers game play is extremely simple, it is as you say, you plan for couple things, based on a game mode, map, and opponent (that is assuming Destroyer is even needed in that combination), get in position and then just wiggle your mouse, while drinking tea, while in interceptors if you are in a where close to 2+ enemies, you have to constantly evaluate your situation, with current game balance, most of the time you do not have time for “oh $hit” buttons because you are already dead, you have to constantly prevent that from happening while constantly being under fire from 2-5 times the range of your weapons and god knows how much AOE auto aim sources, that you simple can not directly dodge, only prevent.
Ever heard of a term skill cap? Destroyers have extremely low skill cap to be effective, if average reaction and game experience and common sense you just fly into the battle and you contributing to your team, granted you need ok build, while in interceptor in order to be valuable to your team and not just frag by cd (exception a taikin/recons on beacon maps with all enemies in slow ships) you have put a lot of effort into flying.
PvP Games should never be balanced around acquisition effort, or arbitrary sizes or naming conventions, just because you are flying the “biggest and most expensive” ship does not automatically mean you are entitles to stomp on rest of the game without applying any effort, due to the ship not even providing the room to apply such effort.
Another thing is don’t fly a same ship in every single battle, you have to learn when there is truly a need for a destroyer (or any other ship for that matter), because if you pick it in the wrong time you will simply amplify all the vulnerabilities of the destroyer, otherwise they are still very influential on the match outcome in rite situations, just like any other ship.
Regardless of any of that, destroyers do need some “fixing”, not to the extend of what weaker players demand, but still, interceptors, especially CovOps are easily the weakest and least valuable class, most of the times, and if you are already have so much issues with them, maybe you should try flying one extensively and learn 1st hand their weaknesses. It is in general a good idea to fly everything, this way you can learn 1st hand strengths and weaknesses and how to exploit all of that when facing them.