destructor is OP

You forget about beacon hunt maps. When there are no more beacons, you just can’t cap and lose.

500 m aoe would be good, more of that is just ridiculous, but taking the constant nerfs to interceptors, well, I suppose it is intended.

Ah yes, I could see how that could be frustrating… Haven’t played beacon rush and had that problem recently.  Maybe some nerf would be okay then I’d think; but not too much, because it really helps the guard class become effective in face paced games.

The weapon’s effect radius is needed to stop beacon rushers.  When 4 ecm charge a beacon and all meta stable they can cap it, same with “cloaked” cov ops and recons.  If it’s effect wasn’t so large, then sec con and non team battle games would be dominated by beacon rushers which is not fun.  That is why you go and try to cap another beacon that the guard isn’t guarding, or just kill the dude.

As others have already said, yes, this is a huge problem in beacon hunt. On top of that, were seccon games and domination, er, dominated by beacon rushers before? Certainly, some seccon games had beacon rushers, and that wasn’t terribly fun, but I dunno about dominated.

 

Yes, it is nice to have a counter to beacon rushing. No, it is not nice when it makes it nearly impossible to cap unless you stay perfectly still. Nerfing the radius to somewhere around 500-600m would make it a soft counter, rather than a “Hey, they’re splitting up and capping beacons! Oh wait, no worries. I can perfectly cover both of them indefinitely with my weapon! You guys just go and cap their beacons, not like they’ll be able to do anything to ours.” 

As others have already said, yes, this is a huge problem in beacon hunt. On top of that, were seccon games and domination, er, dominated by beacon rushers before? Certainly, some seccon games had beacon rushers, and that wasn’t terribly fun, but I dunno about dominated.

 

Yes, it is nice to have a counter to beacon rushing. No, it is not nice when it makes it nearly impossible to cap unless you stay perfectly still. Nerfing the radius to somewhere around 500-600m would make it a soft counter, rather than a “Hey, they’re splitting up and capping beacons! Oh wait, no worries. I can perfectly cover both of them indefinitely with my weapon! You guys just go and cap their beacons, not like they’ll be able to do anything to ours.” 

On bigger sec con games its not a problem, but small 3v3 games, it is the best way to get the enemy down to 1 beacon and force them to defend the whole game.  600m radius might be okay though, imo…  But it still needs to remain effective at defending beacons.

 

But still, that is the point of a guard if you ask me.  Its to support and help stop the enemy from advancing, its not like the destructor’s radius damage is going to kill you.  You can move to another beacon and still outmaneuver him.  Most all the maps have obstacles between beacons so the guard will have to move in order to get within range which gives you time to whittle them down and cap anyways.  Killing guards nowadays is pretty easy too.

As others have already said, yes, this is a huge problem in beacon hunt. On top of that, were seccon games and domination, er, dominated by beacon rushers before? Certainly, some seccon games had beacon rushers, and that wasn’t terribly fun, but I dunno about dominated.

 

Yes, it is nice to have a counter to beacon rushing. No, it is not nice when it makes it nearly impossible to cap unless you stay perfectly still. Nerfing the radius to somewhere around 500-600m would make it a soft counter, rather than a “Hey, they’re splitting up and capping beacons! Oh wait, no worries. I can perfectly cover both of them indefinitely with my weapon! You guys just go and cap their beacons, not like they’ll be able to do anything to ours.” 

LOL NASA was the #1 beacon rushing team out there! #Milf and Rice. 

On bigger sec con games its not a problem, but small 3v3 games, it is the best way to get the enemy down to 1 beacon and force them to defend the whole game.  600m radius might be okay though, imo…  But it still needs to remain effective at defending beacons.

 

But still, that is the point of a guard if you ask me.  Its to support and help stop the enemy from advancing, its not like the destructor’s radius damage is going to kill you.  You can move to another beacon and still outmaneuver him.  Most all the maps have obstacles between beacons so the guard will have to move in order to get within range which gives you time to whittle them down and cap anyways.  Killing guards nowadays is pretty easy too.

Yes, the point of the guard might be to defend things like beacons. So destructor might be okay with a 600m radius! But 700 is absolutely ridiculous. Doesn’t let anybody cap unless perfectly still.

 

And yes, killing guards might be a bit easier, now. If there isn’t a frigball to break open to get at it, anyhow.

 

LOL NASA was the #1 beacon rushing team out there! #Milf and Rice. 

A win is a win! Also milf isn’t exactly active now.

LOL NASA was the #1 beacon rushing team out there! #Milf and Rice.

The hell r u talking about? Milf havnt played pvp in 6 month.

LOL NASA was the #1 beacon rushing team out there! #Milf and Rice. 

 

Far from #1 beacon rushing team. Milf, Rice, and karmaa (you forgot about him) would kill the entire enemy team just as often as they would beacon rush. I know far more corps nowadays that beacon rush, well… attempt to beacon rush, every game.

A radius nerf isn’t necessary. Any good, coordinated team can take out the guard that is using the destructor. SCORP proved this today as I was covering our last beacon with the destructor, when all 4 of them (an engie, gunship, command, and ECM) rushed me and killed me.

 

It isn’t hard to do.

If you are facing a strong opponent I think beacon rushing is alright. You know you will lose if you try to fight face-to-face so playing smart by beacon rushing is the way to go.

If you are facing a strong opponent I think beacon rushing is alright. You know you will lose if you try to fight face-to-face so playing smart by beacon rushing is the way to go.

 

I never said it wasn’t a viable tactic. It just makes for extremely boring gameplay for the defending team (almost as boring as frigball vs. frigball). Granted, it is fairly easy to defend from beacon rushers (provided the map isn’t too big).

If you are facing a strong opponent I think beacon rushing is alright. You know you will lose if you try to fight face-to-face so playing smart by beacon rushing is the way to go.

The only problem with this is that if beacon rushing doesn’t have a counter, the better skilled and coordinated team will loose.  It is a viable tactic, but beacon rushing should not be the only way to win.  You need to have a good balance between beacon pressure and coordinated killing.  Capping beacons is great for disorientating and separating 1-track minded teams focused only on killing.  They will often panic and rush over to stop the capper and leave their engie behind to get gang raped.  Try this on 4 man kill squads and learn how players react.  To know your enemy is to beat your enemy.  If you notice they aren’t worried about beacons, cap them all, and fast.  Its fun to learn and adapt to beat players and their strategies.

 

Yes, the point of the guard might be to defend things like beacons. So destructor might be okay with a 600m radius! But 700 is absolutely ridiculous. Doesn’t let anybody cap unless perfectly still.

 

And yes, killing guards might be a bit easier, now. If there isn’t a frigball to break open to get at it, anyhow.

If anything, maybe the weapon’s range should be reduced so guards can’t cover all the beacons from mid.  Or there could be a way to implement a reduction in effect radius relative to the dps of the weapon.  This would make long range low dps builds ineffective, and high dps close range builds lack on tank/speed/energy.  Just an idea.

 

The effect radius is perfect though, if you ask me, but its still possible to cap (try a “cloaked” CO at the far radius of the beacon)

The thing is, the only way to beat ESB and other strong teams with full purple and mk5 lineups and good coordination is beacon rush. they stay together always and focus kills. 

The thing is, the only way to beat ESB and other strong teams with full purple and mk5 lineups and good coordination is beacon rush. they stay together always and focus kills. 

 

Not true at all. You can beat ESB (or other corps like them) by out-killing them. It has been done. You just have to take the right ships/modules for the job.

The thing is, the only way to beat ESB and other strong teams with full purple and mk5 lineups and good coordination is beacon rush. they stay together always and focus kills. 

Not true at all. You can beat ESB (or other corps like them) by out-killing them. It has been done. You just have to take the right ships/modules for the job.

This is true.  When I was back in GoD, we even beat them 4v4 in sec con by out killing.  You just need to split them up, get them to run to a beacon to defend, and tackle/ecm their slower ships and pick them off. (gurilla warfare)

If anything, maybe the weapon’s range should be reduced so guards can’t cover all the beacons from mid.  Or there could be a way to implement a reduction in effect radius relative to the dps of the weapon.  This would make long range low dps builds ineffective, and high dps close range builds lack on tank/speed/energy.  Just an idea.

 

The effect radius is perfect though, if you ask me, but its still possible to cap (try a “cloaked” CO at the far radius of the beacon)

If weapon range is nerfed, I’d be okay with it, too. As it is right now, if you can’t kill the guard, you can’t cap the beacons. And if the guard has a teammate that isn’t defending him, then it’s amazingly easy to shoot (and probably kill) a covert ops that’s standing still. I’d obviously prefer the effect radius be nerfed rather than the range, but either/or works.

I had a 8vs8 (or 7vs7 - can’t remember, around there) beacon hunt game today, in which the enemy team had 3 destructor frigates spamming the beacons from a long range. During the first beacon, we noticed the destructor frigates, so we tried destroying them; it was difficult, and by the time the next beacon activated, our team was already scattered, unfocused, and those frigates already respawned, ready to spam their cheesy weapon from 1000km.

 

Our team wasn’t the best but it wasn’t the worst either. Without this cheesy weapon, it would’ve been quite a balanced and fun game.

 

At the end of the game, instead of having fun, you get pissed because all it takes to win/piss off the other team is camping in the middle of the map with a bunch of tanky frigates and holding M1.

In my opinion it should best be countered by a CovOps. with one u can reach the guard very fast, take its shield and be back to the beacon. The rest of the team should have no pron finnishing it off. Preverably, a adaptive shield strafe CovOps which might even be anble to circle the guard and kill it alone. U should be able to take quite abit of shield until the enemy realizes ur attack if u come cloaked.

I had a 8vs8 (or 7vs7 - can’t remember, around there) beacon hunt game today, in which the enemy team had 3 destructor frigates spamming the beacons from a long range. During the first beacon, we noticed the destructor frigates, so we tried destroying them; it was difficult, and by the time the next beacon activated, our team was already scattered, unfocused, and those frigates already respawned, ready to spam their cheesy weapon from 1000km.

 

Our team wasn’t the best but it wasn’t the worst either. Without this cheesy weapon, it would’ve been quite a balanced and fun game.

 

At the end of the game, instead of having fun, you get pissed because all it takes to win/piss off the other team is camping in the middle of the map with a bunch of tanky frigates and holding M1.

THAT.

 

This weapon is far from an issue in a one-on-one situation, wich is the point every defender of it try to make. It’s with teamplay that it suck all fun from the game. And is really hard to counter (because only counter is destroying the guard… Or maybe ecm inhibitor).

destructor should just have a smaller explosion radius. 

Psssst, beware of Xkostyan! He might attack you for this improper use of words!

 

It’s a damage aera of effect, or a damage objective capture denial thingy weapon.