Let’s feedback the ships without salty remarks and sort things as they are. Trolling and hijacking posts will be deleted.
they are awesome, they look great, they can kick some ars, and they get rape by ellydium ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)
Random stuff
- Dessies have move moving capabilities than guards - fed dessies are way faster and have teleport - NERF IT!
- it’s impossible to equip it atm - unless you have 20k gs to buy bp + parts
- With that massive slowdown module 3x dmg under 750m would be ok
- black hole shouldn’t block capping b@cons
- LeftClick shield should block dessie weapon too
They are hybrid of all standard classes, buffed 3x times.
I think the R-8 destroyers are just fine … more over the R-11 and R-14 destroyers need that OPness to do R-15 PVE and R-12 Co-Op … if there is a nerf it should be against other players like other games … and that should be across the board with all ships … Rank 1-5 stays same Rank 6-10 get double damage and takes half damage Rank 11-15 gets triple damage and takes a quarter damage … applicable ONLY in Co-Op and PVE … and nerf all the ships in general to balance PVP . … or the Dev’s can just make the NPC (AI) ships normal ships again so our normal ship can actually have a chance .
27 minutes ago, Original_Taz said:
or the Dev’s can just make the NPC (AI) ships normal ships again so our normal ship can actually have a chance .
Cant agree more
9 minutes ago, TheDarkRedFox said:
Cant agree more
AND HOW BROTHER ! (translation your right on the money brother)
I expected more for some reason, numbers, explanation, suggestion, tactics etc
I might be wrong here cus honestly iassume that i have “no rights to talk about dessies” cus i don´t own any so bare with me atm.
Again i might be wrong but eventually (or maybe very likely) not every owner of a dessy reads the forum to add some real suggestions. I personaly better don´t start my meaning about dessies cus i only know them as “enemies” on the other side without of any comparision chance. Aside from that most forum posters here are the same names cus (imo) the forum is “dead” in terms of variety of posters and contributers.
Well this thread derailed quite fast, now for a proper feedback.
Destroyers are supposed to be the flagship types, biggest, tankiest and with the most firepower, that also means that they cannot really be taken down in a 1 on 1, not without a proper tactic, they are supposed to be more of a supportive class, not necessarily by healing allies but rather by suppressing multiple enemies at a time, keeping them pinned down behind cover, hence most of their modules having AoE attacks, but also being effective against one single enemy, boasting damage amounts by the tens of thousands it can easily shred down any slow ships but even then they still have a slight chance of moving out of the way, or blocking the said module or even weapon, for example, the Tempest launcher and the Photon Emitter’s missiles can be destroyed by the guards, or have their lock dropped off by the IR flares, sometimes be dodged by the more manoeuvrable ships, but on the point of view of a badly-built frigate they will rip you apart nonetheless, G’Thar’Du has that proximity radius of 210 x 40m, if a ship or obstacle gets in the way then it will detonate, you can use that by shooting while peeking out of cover, if the destroyer will fire at you then the charge will explode right in front of you, that is if you are also going to be far enough from it, keep mind to position yourself accordingly and try not to fight a destroyer in the open, its not the only ship class this counts for. Playing as a destroyer is also about positioning and knowing how to and when to use your modules, not every ship can be effective against a destroyer, let’s put Ellydium aside for now, Stingray has a good kit for dealing with big targets, the special module that deals 40k damage if you have a mk4 weapon, the rank also matters, and it even has a 16 second cooldown, but the active time is 4 seconds, half of a regular overdrive, then we have the Entropy Generator, dealing 9.4k damage/second to destroyers for 3 seconds, without calculating their kinetic resistances, but a direct hit even on the shields will do, easy task in T4, but what about T5? For now we have Karud that can do whatever an ECM can, but also to top that with sabotaging their weapons, and getting high damage resistances for a short while, good to distract those burst damage builds, in the future we will get more ships to deal with destroyers specifically, you just wait.
Another way to deal with them up close is positioning yourself so the modules cannot reach you, staying right in front or behind a destroyer is not going to protect you at all, sometimes you must stay right above or below them, other times you should stay in a upper or lower corner, that counts for Tyrant, Sibyl, Antares and Invincible, when getting up close try to see their module placement, try to stay on the side where they have either the Wormhole or the Multiphase shield, it also not about staying alive and firing at point blank for as long as you can, its about repeatedly hitting and running away from one, I played my fair share of destroyers in every gamemode and I can say that they really are powerful, but not easy to play sometimes, getting the right items, build, combo and position can be tricky, but rewarding, and even then there are some players who blindly rush towards you in a straight line and either stop right in front of you or ram you and fly away, most of the time they don’t get far, this type of intelligence lacking playstyle makes the destroyers look powerful, brute force is not always the right way to do it, I also played my fair share of games against a destroyer and learnt a lot about how to counter them, you see, not every weapon is effective against everything, I know, unbelievable but stay with me on this one, AoE and piercing weapons usually do the trick, that is if a destroyer has a Static Shield, but if they don’t have then feel free to throw everything that you got at them, you can’t really tell if a destroyer has one before it deploys it so you might want to consider a build that doesn’t take chances, after all, Aoe and piercing weapons deal more damage to a destroyer(larger surface of contact blah blah), so this is another reason to have multiple ships in your lineup and not a single tackler with mk1s all over with the excuse “But this is the only ship I have in this tier! This game is unfair because I cannot dominate the games with a low amount of skill and weak items! P2W!!!” You have to play more of the lower ranks and get a proper lineup for your next tier, a gunship with singularity sounds more like it, I dragged this for too long there is a lot to talk about these things from my perspective so I might come up with more, probably not as long as this but still. That’s all that I have for now.
14 minutes ago, Vesperion said:
I might be wrong here cus honestly iassume that i have “no rights to talk about dessies” cus i don´t own any so bare with me atm.
Again i might be wrong but eventually (or maybe very likely) not every owner of a dessy reads the forum to add some real suggestions. I personaly better don´t start my meaning about dessies cus i only know them as “enemies” on the other side without of any comparision chance. Aside from that most forum posters here are the same names cus (imo) the forum is “dead” in terms of variety of posters and contributers.
yes the forum is dead and always has been … there are about 20 players that post and vote here the rest of star conflict doesn’t even log into the forum
37 minutes ago, ORCA1911 said:
I expected more for some reason, numbers, explanation, suggestion, tactics etc
everybody is still posting in the thread you move us away from
Destroyers OP again you remember that one right ?
1 minute ago, Original_Taz said:
yes the forum is dead and always has been … there are about 20 players that post and vote here the rest of star conflict doesn’t even log into the forum
coz most players are russkies and they have their own forum ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”)
Just now, Tillowaty said:
coz most players are russkies and they have their own forum ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”)
i was not aware there were separate forums for different languages … now i understand why there is nobody here
6 minutes ago, Original_Taz said:
i was not aware there were separate forums for different languages … now i understand why there is nobody here
There are only 2
RU and EN
22 minutes ago, Vesperion said:
Feel free to state your opinion, i believe you have an objective mind behind your statement (unless you prove me wrong lol ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”) ).
22 minutes ago, xXThunderFlameXx said:
That’s… actually quite nicely written, maybe a bit of formatting would be welcomed ![:p](<fileStore.core_Emoticons>/emoticons/004.png “:p”)
So what is the reason behind the buffs anyway? Was there a reason?
AlSo don’t forget to git yer daily dose of DaNk MeMeS!
Only concern about destroyers balance is gthardu and gravity lens, really. Gravity lens are real nuisance. Slow ships cant get away, exposing them to high damage fire. Gthardu with iridium heatsinks can permanently pin you in place, because pull strength is too high among with projectile width making hard to miss.
Keep complaining about dessies, while Taikin still whoops around with 5k dmg green beach balls having 190 roll, strafe and 700 speed, because obviously only their hulls were too high!
I’m sorry but I don’t see lens as being a problem as in terms of remove it or nerf it. Its already been nerfed and its damage isn’t that much anyway. Only thing you can really do is just be careful which is what should happen anyway…
1 hour ago, Vesperion said:
(imo) the forum is “dead” in terms of variety of posters and contributers.
you think so?
true, the forums do have mostly a few people posting more regularly.
funny still, even then, it doesnt seem like they are always “d’accord”, far from it…
but overall, most of the people who are quite dedicated players do visit here. not everybody posts tho.
not even everybody who posts plays the game…
which brings me to…
1 hour ago, Vesperion said:
“no rights to talk about dessies” cus i don´t own any so bare with me atm.
I think you still could add some valuable insights from a perspective of not owning one aswell. i think its just important to add where one plays.
I do think, in the end, one can never know, how a subjective input might impact others.
true, some have made their mind up
but that’s their own loss.
1 hour ago, ORCA1911 said:
I expected more for some reason, numbers, explanation, suggestion, tactics etc
3 hours! it has only been 3 hours yet!
anyway, you need a bit of controversy, probably.
as
To add my own view of Destros:
I think in the past, maps were too linear sometimes, with the choke points often being always the same in battles. You knew that rock you had to reach, or basicly what to do if the team tried another route, than the standard. Most battles were decided, once one team broke through the main choke, and managed to get enough kills on the enemy team, so they could simply not regroup. It often ended in basicly going straight for the enemy spawn, to prevent the enemy from reaching cover, if it was possible; main setups were focused on gunships, and different support ships were added mainly as they were needed, like a dedicated engineer or an ECM to lead the charge
This wasn’t the usual pub setup, but it was, what team setups “came down to”. There was a bit of variation, especially as some of the niche classes, like Tacklers, got more abilities, or better teams varied with things like double engineer, or even double command, to make it harder for the enemy to focus, or some nice diving guard or a covops
But usually, once you could simply run into the enemy, and kill half their force without losing much, you could apply that same pressure until the match was over. Usual defense strategies btw. by mostly unexperienced pub teams were switching to mass guards or mass LRF, in the hopes to hide or tank, since if your enemy wasnt ESB level with their gunships, you could turn the match with a frigball. Anyway, this tactic usually worked by leaving the engi somewhere in cover.
Where I saw some “addition” or even kind of a neccessity from destros to this was to allow the team to have this moving obstacle, also allowing for better flanking, and basicly removing the predictibility of said choke points. Used in this fashion, the destroyer becomes a moving base, that could mainly antagonize the enemy frigates from range. Not only could it be effective against the typical guard/frig ball, but it would also allow to attack from the flank instead of breaking directly through the middle of usual maps, and maybe change up gameplay.
However I did not see much change otherwise, but since then, most types of team vs. team play has been broken up into SCL or dreads, both gamemodes where cheese or simple killer tactics work best, while tournaments kinda only lived on because of the GS. Which is why I never really thought, that dessies destroyed the game, they were just not really adding much on the fronts where the game bled most, like removing squads; also Dessies mostly seem to have had been designed for the larger battles in this game, and the issues around those, but kinda unbalance smaller games.
Imho Dessies would work better on larger maps and might benefit from general gameplay changes. They could be e.g. spawn points, and i really had hoped for multicrew, like playing a destro with 2 players.
My personal opinion, that proximity damage for a dessie was a good addition, and has been a bit nerfed too much is already stated in the other thread.