29 minutes ago, g4borg said:
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…
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.
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.
WOW you summed it up in a nut shell … +10 GOOD JOB !!!