Deelena

Star Conflict 1.5.7 (Discussion)

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Hello, 

as big fan of this game I feel obligated to comment this patch,

excuse me for my honest opinion if you don't like it.

I start with things that should be done in this patch by my opinion to have better SC game;

 

Removal of one Tier   - NOT DONE

Removal of low-rank buffs - NOT DONE

Hot joining is not removed - BAD 

 

Trolling Poll + ignoring 75% of your playing community - EXTRA BAD 

 

Grinding in open space for modules and weapons is still here - BAD 

The energy converter is still in game - BAD

Cutter + Deconstructor  still OP - BAD - this gives the bad smell of P2W 

LRF auto aiming drone is still no skill easy hit of ships that are bigger than intys - BAD

Loot after battles is still boring - BAD

 

I got feeling that I can count on forever here so I better stop

 

 

 

Fire support PvE is jumping from extra easy into extra hard - if we wouldn't be forced to do PvE because of quest I wouldn't care but we are forced - UNHAPPY

 

 

There are some good things here too;

 

The quest for new ship - OK 

Design of new ship is nice - GOOD

 

Is new ship OP? - TO BE SEEN

 

Also, you made some NINJA changes too, why aren't they posted?

@John161 had to post link in game instead of you?

 

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Here, fixed that for ya.

 

27 minutes ago, GatoGrande said:

 

(...)

Removal of one Tier   - DONE

Removal of low-rank buffs - BUFFS REDUCED

 

 

Trolling - EXTRA BAD 

 

Grinding in open space for modules and weapons is still here - BAD 

The energy converter is still in game - LEARN TO STOP SHOOTING WHEN ACTIVATED

Cutter + Deconstructor  still OP - HEAVILY REDUCED - weakest intie weapon

LRF auto aiming drone is still no skill easy hit of ships that are bigger than intys - NO SUCH THING

Loot after battles is still boring - JUST GOT ENRICHED ELECTRUM -GOOD. NO ONE CARES ABOUT POST BATTLE LOOT.

(...)

Fire support PvE is jumping from extra easy into extra hard  -  normal, tiered difficulty levels. if we wouldn't be forced to do PvE because of quest I wouldn't care but we are forced - UNHAPPY (why? You wanted to have tiers back!)

 

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Just now, OwnageMaster said:
28 minutes ago, GatoGrande said:

 

Hello, 

as big fan of this game I feel obligated to comment this patch,

excuse me for my honest opinion if you don't like it.

I start with things that should be done in this patch by my opinion to have better SC game;

 

Removal of one Tier   - DONE - Lie I posted you yesterday R6 against R17 and today is same  I have new screens from today http://prntscr.com/kme4qj -Extra bad

Removal of low-rank buffs - BUFFS REDUCED - reduced is not removed -- BAD

 

 

  Trolling  - EXTRA BAD - Trolling Poll + ignoring 75% of your playing community - EXTRA BAD 

 

Grinding in open space for modules and weapons is still here - BAD 

The energy converter is still in game - LEARN TO STOP SHOOTING WHEN ACTIVATED - Are you stupid? I'm not alone in game module is shi t should be removed - BAD

Cutter + Deconstructor  still OP - HEAVILY REDUCED - weakest intie weapon

LRF auto aiming drone is still no skill easy hit of ships that are bigger than intys - NO SUCH THING 

Loot after battles is still boring - JUST GOT ENRICHED ELECTRUM -GOOD. NO ONE CARES ABOUT POST BATTLE LOOT. - yes exactly because those are not interesting make them interesting

(…)

Fire support PvE is jumping from extra easy into extra hard  -  normal, tiered difficulty levels. if we wouldn't be forced to do PvE because of quest I wouldn't care but we are forced - UNHAPPY (why? You wanted to have tiers back!)

 

 

Also what I wonder here is are you developer or CEO here since you are heavy defending game? You had good games yesterday with Cr0, lucky you, but why did you disconnect after 30min when it was so great?

I had sh ity games 7 from 8 were hot joining.

Let me make this simple for you Niri;

How would you like to jump on girl and there are already 5 guys doing ….

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List of not mentioned changes:

  • Decrease of low Rank buffs
  • Regenerative Coating buffed by 100%
  • T'Har'Ok beamer buff by 10%
  • Ion Emitter DMG buff by 7%
  • WL13 Emitter (Brokk) DMG and Heal buff by 5%
  • Multiphase laser DMG and Heal buff by 5%
  • Scatter Gun DMG buff by 7%
  • Plasmer DMG buff by 15%
  • Plasma Devastator DMG buff by 15%
  • Plasma minigun DMG buff by 10%
  • Plasma Discharger (Herald) DMG buff by 7%
  • Gordon's missile launcher DMG buff by 5%
  • Sniper drone 'Partner' DMG buff by 22%, Projectile Speed increase by 33%, Optimal Range by 66%, Spread decreased by 50%
  • Misc PvE Changes

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26 minutes ago, John161 said:

List of not mentioned changes:

  • Decrease of low Rank buffs
  • Regenerative Coating buffed by 100%
  • T'Har'Ok beamer buff by 10%
  • Ion Emitter DMG buff by 7%
  • WL13 Emitter (Brokk) DMG and Heal buff by 5%
  • Multiphase laser DMG and Heal buff by 5%
  • Scatter Gun DMG buff by 7%
  • Plasmer DMG buff by 15%
  • Plasma Devastator DMG buff by 15%
  • Plasma minigun DMG buff by 10%
  • Plasma Discharger (Herald) DMG buff by 7%
  • Gordon's missile launcher DMG buff by 5%
  • Sniper drone 'Partner' DMG buff by 22%, Projectile Speed increase by 33%, Optimal Range by 66%, Spread decreased by 50%
  • Misc PvE Changes

Yeah that's nice, but what about the new announcer in monolith? That's by far the most important thing.

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10 minutes ago, xXThunderFlameXx said:

Yeah that's nice, but what about the new announcer in monolith? That's by far the most important thing.

Sry, I should have extended the Misc PvE Changes point. I promise it will not happen ever again that I will mist to mention such a important change.

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21 minutes ago, xXThunderFlameXx said:

Yeah that's nice, but what about the new announcer in monolith? That's by far the most important thing.

i was like WHO'S THAT!? the first time :007_2:

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*Mentions removal of auto afterburner key.*

Why?? Why was it removed? Yes, most people did not use it. But there are some who did. Do people, who didn't use the key benefit from this change? I don't think so. Do people who did use the key suffer from it's removal? Yes. 

So why was it removed? Can we have it back?

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29 minutes ago, Not_rusty said:

*Mentions removal of auto afterburner key.*

Why?? Why was it removed? Yes, most people did not use it. But there are some who did. Do people, who didn't use the key benefit from this change? I don't think so. Do people who did use the key suffer from it's removal? Yes. 

So why was it removed? Can we have it back?

 

So much this!

Please, it's so usefull.

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I have never seen Deelena answering our feedback, not even once from her, so whatever I post here, it does not matter. This discussion is just a formality.

I suppose that no one cares, no one reads, and no one gives any official feedback as a result.

If you want to give feedback, you better head to the Russian Forum.

 

I guess they don't like foreigners here, even though we made it possible to sustain this game for over six years and counting...

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3 hours ago, John161 said:

List of not mentioned changes

  • Regenerative Coating buffed by 100%

My builds are happy with this change. Also, I'm happy that squads are back with 4 man squads getting games. Requesting that 12 man wings be able to get games too. Pilots from the same corporation entering the same battle must preferably be placed on the same side to improve corporation play and atmosphere as well as to move the game further into team play and grow the community positively towards a consistently growing and fond playerbase with values for the long term for star conflict as a whole. Remember, 1. they start as a single lone wolf. 2. They see large groups playing together and start forming squads. 3. Corporations grow larger or new ones are formed with long term pilots who love the game and the team play. 4. The population of active players grows to healthy and robust levels. 5. Profit.  6. Make wings in pvp possible in tier 3. Ranks 12-17. 7. Make the tiers as such - t1 ranks 1-5, t2 ranks 6-11, and t3 ranks 12-17.

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Judging by the patches alone and the direction the devs are seeming to turn to, though i'm unable to get on until i get a computer again, Star Conflict is almost to the point where i would be comfortable happily referring people to the game. Just make sure you guys are actually implementing what you're writing and, keep listening to our community <3   also, as for the rank buffs, they're not a bad thing, but here's how they should be implemented: the buffs must only be active for the highest rank ship per each shipline within each individual faction. The buff for that ship line will be removed on one of these two conditions alone- 1. The next ship of the same class directly within that shipline is purchased and the buff itself is transfered to the higher rank ship. And/or 2. The ship gains maximum synergy thus disabling the buff. These two standards for where the buffs may be implemented will ensure to deter vets from going down ranks by removing the buff from them by them already meeting the requirements for the removal of the buff per each ship line, unless they have yet to farm one of the shiplines of course though unlikely,so they can't simply use it to farm, while giving nubs the buff advantage and pushing them to rank up when the synergy hits max levels or when they purchase the next ship down the line. Note, if you get to rank 9 down, say, the jericho ecm line, the buff will not be active for jericho ecm's rank 8 and below, but as for the other lines, say you're still only rank three on commands or one of the other shiplines, the buff will still be active for those until one of the two conditions are met. As for premium ships, the buffs must only be active until you reach a higher rank ship of any type in any faction to remove the loophole for vets who only farmed one faction but buy premium of another faction. The other option is to remove the buffs from premium ships entirely. Of course it goes without saying that the buffs will be reduced the higher up the ranks you go. And that if you only just started down the empire ecm line but you've maxed the jericho line the buff will still be active for the empire line until one of the two conditions are met. If you sell a ship of your highest rank within a single shipline, it will still count as the ship with the rank bonus and the bonus will not count for the ships below it within the same shipline. Non free synergy must be added to the ships automatically after each battle and they must automatically level up once the non free synergy reaches its peak, so no one may prolong how long they may keep the buffs active per ship. 

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5 hours ago, GatoGrande said:

 

Also what I wonder here is are you developer or CEO here since you are heavy defending game? You had good games yesterday with Cr0, lucky you, but why did you disconnect after 30min when it was so great?

I had sh ity games 7 from 8 were hot joining.

 

After over an hour. My daughter asked me to help her practice her form. We were waiting for you to come for 20 minutes. 

Also - as you can see - I am not defending anything. Just calling out some lies. Tiers are back - you won't meet a person with 10 games fighting R17s. Low rank buffs are reduced to the point that actually I don't think they have any advantage. Nightingale trying to face engie one on one explodes nicely. R12s have some buffs but they are almost neglected by faster reload on R13+. R7s? Usually suck. I killed Archelon with Zhen today. And that was a properly built Archelon. Deconstructor cannon is now the weakest gun for inties. Cutter with that cannon vs my engie = cutter dead, I had still 40% of hull left. I played some random games - solo - as well. I wanted you to join to see those heavy unbalanced games as from total 12 games 2 were won by a landslide (one team took light ships and no engie vs frigball + dessie + 2 engies and the second one - detonation, 2/3rd of a team took slow ships on 20km+ map vs 700m/s interceptors and a gunship). 

Regarding energy converter - if people know what are they doing it's a slot waster. Fighting squad vs squad every single time someone was using EC - other were stopping shooting him. So you are asking for module to be removed, because people are too stupid to understand how it works. Maybe then remove gunships? They are doing so much damage to engineers. Oh and remove engineers - they can HEAL team. And then remove destroyers - cause without gunships and engineers the only counter for them will be a covertops - which is OP as it can kill you if you are flying straight. And flying straight nowadays is common, because you can aim easier. Oh - and LRFs! I forgot about LRFs. They can hit you from 10km and you cannot fight them back - they are OP!!!! This whole game is based about learning what ship can do what and what can you do to help or block that ship from doing so. Is it a module, weapon or the ship itself. It's called countering. So if you have a module that the only counter for it is to do NOTHING - well, that's HARD, right?

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The "waves" that are emitted by the defense protocol on the burntrice don't hardly deal any damage at all. Not only do they fly way to fast to deal damage, but the damage they DO deal is so menial it can be out-regenerated very quickly. It should act more like a 1:1 pulse for damage, where pulses hit enemies much like singularity projectiles, dealing full damage once while passing through.

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5 hours ago, Not_rusty said:

*Mentions removal of auto afterburner key.*

Why?? Why was it removed? Yes, most people did not use it. But there are some who did. Do people, who didn't use the key benefit from this change? I don't think so. Do people who did use the key suffer from it's removal? Yes. 

So why was it removed? Can we have it back?

Because some people had a bad habit of accidentaly turning it on and had a bad experience with it because of said bad experience. Not saying i was the one that brought it up, but it is something i had to deal with regularly from time to time while strafe fighting and trying to keep my energy capacitors at max capacity for optimal shield regen. The key should still be there, but the default setting should be placed away, far away from the in-game flight controls.

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I'm really glad I completed my Octopus the hard, expensive way a week before this update. :012:

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3 minutes ago, Invader9908 said:

I'm really glad I completed my Octopus the hard, expensive way a week before this update. :012:

Try doing that with the dessies before they became easy, i must have spent over 600 on that Tyrant alone, if memory serves.

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2 hours ago, WolfKhanGeneral said:

Try doing that with the dessies before they became easy, i must have spent over 600 on that Tyrant alone, if memory serves.

Lmao and I spent... A few weeks? Maybe an hour a day?

 

Maximum effort.

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Oookay so here we are...

 

I'm gonna try keep things a bit shorter this time since most of the ninja changes were discovered.

 

Boremys

Let me get this out right off the bat: the ship looks great. I understand the aesthetic is supposed to be that of an advanced Archelon and it does indeed meet the criteria as it holds a similar shape, colours and component placement.

Now then, to a more obvious issue from those who don't even have the ship. The special module acquirement method is beyond outdated and furthermore far too time consuming for most modules - meaning that most players will never get the special module simply because it needs far too many components for what it's worth.

 

Ninja changes to PvE

I didn't realise fun was illegal.

 

Changes to Manufacturing costs

This was much needed since the cost of almost every craftable ship was far too high previously - especially destroyers. Either way, this was needed to ease off the grind a bit... well... a lot.

 

 

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5 hours ago, OwnageMaster said:

After over an hour. My daughter asked me to help her practice her form. We were waiting for you to come for 20 minutes. 

Also - as you can see - I am not defending anything. Just calling out some lies. Tiers are back - http://prntscr.com/kmn9k6 , http://prntscr.com/kmna2n,

 

I played just one PvP game yesterday with each  of my two accounts. http://prntscr.com/kmnazqhttp://prntscr.com/kmna2n both ended with clear domination of one side.

In each game you can see ships that are lower rank than R10 in same game with R17.

 

 

5 hours ago, OwnageMaster said:

you won't meet a person with 10 games fighting R17s. Low rank buffs are reduced to the point that actually I don't think they have any advantage.

 

If we have multiple tiers Low R buffs are unneeded, If person with R17 ship has also slotted R9 ships for battle that is only because of R buffs. Remove rank buffs in total.

All that should be allowed is to use all implants for specific slot once those implants are opened. So no R buffs just if I slot R7 ships all implants to max R should work for that R7 ship.

 

 

5 hours ago, OwnageMaster said:

Nightingale trying to face engie one on one explodes nicely. R12s have some buffs but they are almost neglected by faster reload on R13+. R7s? Usually suck. I killed Archelon with Zhen today. And that was a properly built Archelon. Deconstructor cannon is now the weakest gun for inties. Cutter with that cannon vs my engie = cutter dead, I had still 40% of hull left. I played some random games - solo - as well. I wanted you to join to see those heavy unbalanced games as from total 12 games 2 were won by a landslide (one team took light ships and no engie vs frigball + dessie + 2 engies and the second one - detonation, 2/3rd of a team took slow ships on 20km+ map vs 700m/s interceptors and a gunship).

 

All ships were killable four years ago, two years ago last week and today - except Thar'ga on release.

Question is why do low-rank ships need buffs to be equalized or to even be better than high-rank ships.

If I open new account I can get to R9 - 10 in one day max in two days, tell me why should I desire R 17 if I as PvP junky can win in those low -rank ships?

Just to collect dust on R17 in the hangar?

 

 

5 hours ago, OwnageMaster said:

Regarding energy converter - if people know what are they doing it's a slot waster.

 

Are you kidding right?

80% of better players here have that module on almost all ships.

The module has ridiculous fire output and short reload time combined with instant damage when you just hit target with beam in split of split sec. Also by my experience when using it feels like beam is extra wide so it is easy to hit target with it.

Totally unbalanced and unneeded module. 

 

 

 

5 hours ago, OwnageMaster said:

Fighting squad vs squad every single time someone was using EC- other were stopping shooting him.

 

Good thing that all are playing in squads -  (sarcastic)

You are not listening. Try PvP alone and than you will see how everyone will stop shooting.

 

5 hours ago, OwnageMaster said:

 

So you are asking for module to be removed, because people are too stupid to understand how it works.

 

yes indeed.

Are you kidding right?

80% of better players here have that module on almost all ships.

The module has ridiculous fire output and short reload time combined with instant damage when you just hit target with beam in split of split sec. Also by my experience when using it feels like beam is extra wide so it is easy to hit target with it.

Totally unbalanced and unneeded module. 

Good thing that all are playing in squads -  (sarcastic)

You are not listening. Try PvP alone and than you will see how everyone will stop shooting.

 

5 hours ago, OwnageMaster said:

Maybe then remove gunships?

 

actually only class by the name of ship that should have more firepower is gunship. 

Gunships except Stingray and perhaps Thar'ga are pretty well balanced, even that Wolfhound that was crap on release is better now (Ignis still sucks)

 

 

5 hours ago, OwnageMaster said:

They are doing so much damage to engineers.

 

Gunship; ship with multiple guns, more guns more firepower output.

 

5 hours ago, OwnageMaster said:

 

Oh and remove engineers - they can HEAL team.

 

That is good and only thing that should be their purpose.

Engineers should be easy to kill. Their team should defend them.

Engineer; to be support for the team, not main damage dealer.

 

5 hours ago, OwnageMaster said:

And then remove destroyers - cause without gunships and engineers the only counter for them will be a covertops - which is OP as it can kill you if you are flying straight.

 

What you are trying to say here I don't understand.

 

I can just say my opinion about destroyers if you ask for it.

Destroyer should be ship with the hardest hull and with biggest firepower - that is name definition of ship.

Personally, I don't think that ships of that quality belong in PvP game.

O release of Destroyer ship class they were as they should be - ultimate ship.

But as I said personal opinion is that they don't fit to this kind of PvP that we have.

90% of maps are to small for them and if they would be as name say they could easily dominate PvP game.

Now they are just hard to balance + extra grind to get everything so that they can work as they should, in the end, most people are just disappointed with them.

 

Best thing would be to remove them from PvP and make them some kind of ultimate safe ship for OS so that new player can survive when attacked by any other ship class.

 

 

 

5 hours ago, OwnageMaster said:

And flying straight nowadays is common, because you can aim easier.

 

What is this all about I don't know or understand?

 

5 hours ago, OwnageMaster said:

Oh - and LRFs! I forgot about LRFs. They can hit you from 10km and you cannot fight them back - they are OP!!!!

 

Now, I don't say anything if person is that good and hit me on max straff or rotation that I have on my ship from LRF at 10k distance,

but when LRF drone that is closer than 5km is hitting me each time and at same time is unkillable than I would say that it is extra unbalanced.

 

You know tacklers drones are bigger so easier to hit overall and they can be destroyed in few shots.

This is small as micro locator and at the same time with extreme resists and big survivability.

 

You tested this sh it and you are saying now to me that they are not OP and asking me why do I complain???

 

 

 

5 hours ago, OwnageMaster said:

 

This whole game is based about learning what ship can do what and what can you do to help or block that ship from doing so. Is it a module, weapon or the ship itself. It's called countering. So if you have a module that the only counter for it is to do NOTHING - well, that's HARD, right?

 

Best thing would be that I ignore this what you have written here.

But that would not be me.

You, my friend, are theoretic and I'm practical person.

You say and believe something that is written I check that in practice. I don't read what devs nerfed or buffed in patch, I go play PvP and see how it feels and how it is.

You say we have multiple tiers, how is that I can see unleveled R7 ship playing against R17 in same game?

I know theory says it is not possible. Reality is wrong and my screenshots are imaginary.

 

Designers = Developers = Arhitects  they all can draw - write something nice on paper but is that also good and nice in reality is some other thing. 

 

 

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40 minutes ago, GatoGrande said:

 

1. no R buffs just if I slot R7 ships all implants to max R should work for that R7 ship

 

2. tell me why should I desire R 17 if I as PvP junky can win in those low -rank ships?

Just to collect dust on R17 in the hangar?

 

3. Engineers should be easy to kill. Their team should defend them.

Engineer; to be support for the team, not main damage dealer.

1. I would consider that very unfair to newer players for those crew implants of higher ranks unlocked by vets being used on even rank 4 ships. I'd have to say no. 

 

2. The only thing I can say is that I hope the Devs utilize my conditions for removing the rank buffs from pilots who have already and are grinding up their ship trees.

 

3. Engineers should be able to be built to be tanky, yes having an engi that can deal lots of damage can be a bit much, but that's not broken. My guards still kill any and all engineers.

the main problem when attacking enemy engineers is that they usually are protected, sometimes too well so that it seems like they are the highest damage dealers when they are in fact the greatest lures and decoys to lure you and your allies into the enemy trap where they will kill you and the engi will simply heal any damage done on a decent team and survive because of said team. That's perfectly fine. My tip is this, when the engineer is at the maw of the enemy, don't focus on it at all. Hit it, make it retreat to the back lines, sure, but do not chance and chase. Focus on the enemy inties, fighters and general guard personnel. Those are the targets you must deal with and sometimes you need to just deal with not being able to be rid of the enemy engineer, because if you can't get over it, you will only feed the enemy.

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16 minutes ago, WolfKhanGeneral said:

1. I would consider that very unfair to newer players for those crew implants of higher ranks unlocked by vets being used on even rank 4 ships. I'd have to say no. 

 

Perhaps I didn't clear this good enough.

If we have multiple tiers crew implant should work to max slotted ship Rank.

So if we have 1-6 max crew implant for particular slot should be 6 if you have opened it.

next R 7-11 max crew implant should be 11 if it is opened for every ship used no matter if I use R7 or R11 ship.

max R12-max once opened R15 crew implant should work for R12 as well.

Now since rank buffs, we have seen many anomalies like Ghost or Nightingale and soo on I would remove them.

Since some players say that they would like to use low R ships in max tier as well I would make it so once player slot R12 he is in max tier but he can use all ships that he have so R4 as well but get no buffs for low R but he-she can use all implants to R12.

 

I understand that all crew implants will make some advantage against new players but at the same time, it will motivate them to open all crew implants.

The benefit of this will be that if player that have all ships can also use all implants on low-rank ship if he-she desire to slot it with max R ships.

 

16 minutes ago, WolfKhanGeneral said:

 

2. The only thing I can say is that I hope the Devs utilize my conditions for removing the rank buffs from pilots who have already and are grinding up their ship trees.

 

?

 

 

16 minutes ago, WolfKhanGeneral said:

 

3. Engineers should be able to be built to be tanky, yes having an engi that can deal lots of damage can be a bit much, but that's not broken.

 

For me it is. As support ship, it should not be main damage deliver. 

 

16 minutes ago, WolfKhanGeneral said:

My guards still kill any and all engineers.

 

that is ok

 

16 minutes ago, WolfKhanGeneral said:

the main problem when attacking enemy engineers is that they usually are protected, sometimes too well so that it seems like they are the highest damage dealers when they are in fact the greatest lures and decoys to lure you and your allies into the enemy trap where they will kill you and the engi will simply heal any damage done on a decent team and survive because of said team. That's perfectly fine.

 

what exactly did I say different then you did?

 

1 hour ago, GatoGrande said:

That is good and only thing that should be their purpose.

Engineers should be easy to kill. Their team should defend them.

Engineer; to be support for the team, not main damage dealer.

 

once left alone they should be easy to kill even one vs one with almost all ship classes.

What is not exactly true here if Waz'got or some other Engineers are properly built.

 

48 minutes ago, WolfKhanGeneral said:

My tip is this, when the engineer is at the maw of the enemy, don't focus on it at all. Hit it, make it retreat to the back lines, sure, but do not chance and chase. Focus on the enemy inties, fighters and general guard personnel. Those are the targets you must deal with and sometimes you need to just deal with not being able to be rid of the enemy engineer, because if you can't get over it, you will only feed the enemy.

 

Your tip is perhaps good just for random PvP but for any real Tournament or real team play Engineers are always first target.

 

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13 hours ago, Not_rusty said:

*Mentions removal of auto afterburner key.*

Why?? Why was it removed? Yes, most people did not use it. But there are some who did. Do people, who didn't use the key benefit from this change? I don't think so. Do people who did use the key suffer from it's removal? Yes. 

So why was it removed? Can we have it back?

Need my auto AB back i always used it

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11 hours ago, GatoGrande said:

 

1. Perhaps I didn't clear this good enough.

If we have multiple tiers crew implant should work to max slotted ship Rank.

So if we have 1-6 max crew implant for particular slot should be 6 if you have opened it.

next R 7-11 max crew implant should be 11 if it is opened for every ship used no matter if I use R7 or R11 ship.

max R12-max once opened R15 crew implant should work for R12 as well.

Now since rank buffs, we have seen many anomalies like Ghost or Nightingale and soo on I would remove them.

Since some players say that they would like to use low R ships in max tier as well I would make it so once player slot R12 he is in max tier but he can use all ships that he have so R4 as well but get no buffs for low R but he-she can use all implants to R12.

 

2. I understand that all crew implants will make some advantage against new players but at the same time, it will motivate them to open all crew implants.

The benefit of this will be that if player that have all ships can also use all implants on low-rank ship if he-she desire to slot it with max R ships.

 

 

3. ?

 

 

 

4. For me it is. As support ship, it should not be main damage deliver. 

 

 

5. that is ok

 

 

6. what exactly did I say different then you did?

 

 

7. once left alone they should be easy to kill even one vs one with almost all ship classes.

What is not exactly true here if Waz'got or some other Engineers are properly built.

 

 

8. Your tip is perhaps good just for random PvP but for any real Tournament or real team play Engineers are always first target.

 

1.so what your saying is you want the implants within that certain tier to be available to every ship within that tier, for instance, T1 ranks 1-6, you get all of the unlocked implants up to rank 6 for any ship from rank 1-6 so that a rank 1 would be able to use up to rank 6 implants and no higher than that, provided that it isn't a

match with mixed tiers, where the upper limit may go to an even higher rank so higher implants may become accessible to said rank 6 say rank 15 if an enemy or ally of that rank appears.

 

2. This would be questionable, but it would be acceptable so long as new players may retain rank buffs while pilots who have grinded through the ranks of their individual ship trees will no longer have said buffs.

 

3. Please scroll up 11 or so comments and read it there.

 

4. To my knowledge, engineer frigates do not utilize much damage at all and are not main damage givers, there are many classes which do much more damage than an engineer ever could, but I have been away for a while so I have a question in return; why do you believe that engineers are high damage givers?

 

5. And all of my other ships too, for that matter.

 

6. Essentially what I

was saying is that it is an illusion thinking that engineers are high damage dealers when it is in fact their allies that protect them that are killing pilots who attack the engi who are said damage givers.

 

7. If said ships battling well built engineers are well built and the pilots of equal skill level, I see no reason why the engineer would win 1 vs 1 at all. At least when it comes to my ship builds which are considered weak by some of the community, I would never lose against an engineer, even a waz got.

 

8. The tip goes especially for real team play. Sure, when

you can rofl stomp an enemy weaker than you, it's easy to take down the enemy engineer and then think the enemy is now weakened to the point where you can now start suddenly killing the enemy fighters. In a

match of equal skill however, where both teams have wonderful defense of their engineers, and a great offense both, the first one to chase the well placed enemy engineer is the team that loses.

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