3 hours ago, GatoGrande said:
My friend, more you post more I think you don’t know anything about this game.
shots fired.
On 10/9/2018 at 11:48 PM, xKostyan said:
Taikin has zero staying power on choke points, it can only come and go, the moment it takes a hit, god forbid it gets a DoT on while under healing reduction it’s pretty much out of the fight.
choke points aren’t really usual in pvp maps. we are not playing descent.
given its speed, taking it out also results in a fast comeback.
never said the taikin is the tanky ship, but it’s very good in distracting, and yet again, can do lots of damage. on its own it’s not a gamebreaker, except its an objective game.
but if you ever saw good players hunt in coordination with an able team, those taikins become scary AF.
also, out of the fight - until it returns to the healer and comes back. wow, big thing.
point is, no recon can do that. not even the cyning.
On 10/9/2018 at 11:48 PM, xKostyan said:
They don’t have more tank than a gunship, ECMs do have an easier time coming in and leaving, but they don’t do dmg in the process anywhere near gunships/commands levels
ecms combine good tank with the upside of ceptors. it is the most survivy role in most situation. always was the best pick for captain, or spearhead a gunship attack. in the past this was balanced by worse mobility, and less damage output than other ships.
a zhen with geyser has mobility, ecm tank, and firepower.
true, a gunship might outdamage it shortly - but it will pay the price usually.
i play same ships over and over since years, only adjusting the fits as its needed, i only judge tankyness by how long my enemy takes to die. i am also not a killfarmer or statwh0re, i am a damage dealer and support player. i even prefer if others get kills, leaves me less obvious for retaliation. so thats my opinion, and i am not really asking questions, if you got a different opinion, you of all people know what to do with it, rite? :P
On 10/10/2018 at 7:15 PM, GatoGrande said:
if you would like one tier NP, make all ships be the same rank and make all ships cost same ( credits, time to level, other resources)
and make all ships be accessible from start. Make them all use all crew implants and erase modules and weapons by rank, let then be just one same module-weapon rank that can be used for all ships in the class.
This would actually be better for new players, all grinding for new higher rank modules will be not needed.
why should they cost the same?
a comparable arena game is mwo. not all robots there cost the same. still, all of them are in the same arena. tiers are only different in meta, because the skill of players is different. higher skilled players prefer precision weapons and have better teamplay, deeper knowledge, better reflexes. low rank players like long range missile spam. you adjust to the meta as you go.
now they have an IP, so of course, people already know a lot about the units in the game. they also have streamers, and a mostly competitive mindset, so uncomparable to our mix of pve casuals, and wannabes which stay in this game, because it’s the only one they feel good in. presenting a new player a list of robots however is very confusing at start, i had to read tons of wikis to understand what the hell is going on. that is not very new player friendly at all.
- ship trees.
now a ship tree comes out of PvE games, and was first tried by world of tanks. and planes in warthunder. it worked, because it’s historical. a biplane does not meet jets. historical evolution of tanks actually makes a lot of sense, it was basicly done “real life”. star conflict however is not based on history. it just does not work in the setting. it was too visible from the start, that all the ranks are only there to make people grind, and all values just go linearly up.
tier systems did not work, because the lowest rank of the tier was never used. players went down tiers to farm new players. it only worked as long as t3 was the main tier for vets, t4 the playground for beta vets, and t2 for newcomers. as soon as t5 hit the shelves, everything started to crumble.
mixing tiers a bit did also not work, because the difference between an unbuffed t3 and t4 ship is quite big. the difference between a t4 and a t5 ship is huge. increasing slots to 9 on most ships, and allowing all implants to be used by all players in the battle came a lot later, even later than low rank buffs.
but in the basics i do agree with you that it would have been the better plan, and might have been even a better plan to rework the game before adding more cr4p to it.
but imho they are too afraid to lose the last of the playerbase, and have gotten used to tell themselves the excuse, that people are going to complain “anyway”, so why actually innovate.