But I like it when games use real life things to make cool sci-fi things!! DX
Neodium is just… Weird.
But I like it when games use real life things to make cool sci-fi things!! DX
Neodium is just… Weird.
they are gonna be offencively useless in any ship, but atleast stupid team battles that are full of useless interceptors fighters are dynamic and fun, while frig ball mexican stand of is just mindblowingly boring
Im sorry to disagree with you, but frigates is what i mostly play and i have a lot of fun…even under heavy ping. Why would i keep playing this otherwise? Interceptors are a lot more dynamic (generally) and i love that kind of rush, but you can also get some sort of rush while using frigates. In example: i really have a lot of fun when im in JLRF and someone starts hitting me, forcing me to quickly shoot back and use smart tactics (the one i love most is a quick tachyon charge in the middle of main weapon fire)…if you are not fast enough you are dead (LRFs are paper). Self destructing yourself with a torp can be also fun after youve done a nice job and manage to kill the guy near you too
Torps by themselves are pretty fun imo (when you achieve complicate angles/fast shots/multiple hits). JLRF is my favourite ship, but i also enjoy other frigates and fighers. If in first person shooters you love sniping/mid battles, frigates are good for this. If you love instead sneaking up and using weaponry like shotguns, C4, SMG, interceptors are your thing…its only a matter of taste.
Curva? What’s wrong with ^curva^?
carefull, dont mess with the mexicans
I am not talking about individual frigates, i am talking about cases of when there is simply nothing else present in the game. When enemy team is full frigate camp fges, there is absolutely no reason to pick interceptor (unless it is Beacon hunt on Huge map, but in Team battle/Combat Recon/ small map with w/e mode, that is true), If you are in random PvP It is 100x easier to just pick another frigate and just trade hits with enemy team, cause even going solo GunShip a lot of the times mean a one way ticket, or you won’t even be able to burst a frigate down, cause how much stronger good healing now + random randoms with eclipses.
Ok but what do you finally want from frigs? Nerf? Delete them? Or what?
I like frigs. Though atm there’s really no decent counter to a whole team of them, aside from being one yourself. Maybe Destroyers will actually help deny frigballs from forming or staying active on the battlefield. I’m sure that they will be balanced so that Destballs will either be very uncommon or really hard to form due to speed or other hinderances. The devs aren’t a bunch of babbling idiots. They usually know what they’re doing.
usually
But I like it when games use real life things to make cool sci-fi things!! DX
Neodium is just… Weird.
fox++
I like frigs. Though atm there’s really no decent counter to a whole team of them, aside from being one yourself. Maybe Destroyers will actually help deny frigballs from forming or staying active on the battlefield. I’m sure that they will be balanced so that Destballs will either be very uncommon or really hard to form due to speed or other hinderances. The devs aren’t a bunch of babbling idiots. They usually know what they’re doing.
usually
Honestly, I have difficulty understanding criticism before a feature comes out. Maybe if it were obviously unbalanced, or clearly a move towards more stagnant gameplay, then I’d understand. But as of right now, there’s literally nothing we know about destroyers other than “they’re big and some of them can warp”. Honestly, I don’t expect a whole lot, myself, but I really can’t say anything, simply due to the fact that I don’t know what they’re going to be like.
Honestly, I have difficulty understanding criticism before a feature comes out. Maybe if it were obviously unbalanced, or clearly a move towards more stagnant gameplay, then I’d understand. But as of right now, there’s literally nothing we know about destroyers other than “they’re big and some of them can warp”. Honestly, I don’t expect a whole lot, myself, but I really can’t say anything, simply due to the fact that I don’t know what they’re going to be like.
The most important features of the Destroyers are stable flight speed and huge firepower,. while being covered by additional shields.
Some key elements, such as capacitors or engines, can be destroyed, which significantly reduces the power and mobility of the ship.
Destroyer can be equipped with various combat units. This allows the pilot to experiment with their combat tactics. Makes them formidable enemies of other ship classes at long range. Support your team with dense fire and special abilities. Active modules — are special tools that can be applied only on the side where the module is installed. They use not only missiles, but also lasers and spheres with significant dimensions.
One of the interesting active modules is the one which creates a so-called wormhole. It moves at high speed in the indicated direction. Repeat activation or the wormhole traversing a certain range makes the ship pass through the wormhole. This will allow the player to move quickly and unexpectedly across the location, away from dogfights with faster and more agile interceptors and fighters.
Look at its size, there is no way it would be wet paper tanky, plus mentioning s of defencive fire and some kind of extra shields, i bet they are gonna be able to be tankier than frigs, other wise just wouldn’t make sense
DMG, it will be present
it doesn’t say that “some” will be able to wormhole, it says it is one of their modules, implying all of them could equip such a module.
Currently there are no very effective tools for fighters and interceptors to deal with multiple frigates, especially after SuperNova got slightly nerfed. So introducing RANK8 entity that in general aren’t as damaging range like r13+, that is even tankier than some existing ships without creating counterplayes for existing ships/roles is what worries the most, and doubt there are some kind of a new magic weapon made specifically vs slow and hwy targets and would be equipped on Fighters/Interceptors would appear with destroyers. IF the only way to counter something is to play same thing, that is terrible, because that is exactly what leads to massing that particular thing in the match.
If destroyers will counter frigballs - great, what will counter destroyers? TeamPlay? - been there, aint happening in Random PvP
Ok but what do you finally want from frigs? Nerf? Delete them? Or what?
Just stay in the place where they are now and stop whining, the situation is pretty balanced now. 'cause if you say something about how fast an interceptor can kills you so easily NOW: you just don’t know how to fit it and fly it.
But at the same times, devs that literally have NO IDEA how the game works: will listening to such bs.
the situation is pretty balanced now.
But at the same times, devs that literally have NO IDEA how the game works: will listening to such bs.
How it can be pretty balanced if devs have no idea how the game works?
Even if the destroyers are really tough, remember they will have destructable components. Perhaps one may benefit more from leaving a crippled Destroyer alive than finishing it off to be reintroduced fresh?
I’m curious if engineers will be able to repair damaged modules, perhaps this is an area where the Eclipse will really have a chance to shine.
*chants*
E-clipse!
E-clipse!
E-clipse!
E-clipse!
E-clipse!
How it can be pretty balanced if devs have no idea how the game works?
He’s saying that if devs listen to someone who thinks that frigates are still underpowered, then they don’t know how their own game works. From what I can see, anyways.
Look at its size, there is no way it would be wet paper tanky, plus mentioning s of defencive fire and some kind of extra shields, i bet they are gonna be able to be tankier than frigs, other wise just wouldn’t make sense
DMG, it will be present
it doesn’t say that “some” will be able to wormhole, it says it is one of their modules, implying all of them could equip such a module.
Currently there are no very effective tools for fighters and interceptors to deal with multiple frigates, especially after SuperNova got slightly nerfed. So introducing RANK8 entity that in general aren’t as damaging range like r13+, that is even tankier than some existing ships without creating counterplayes for existing ships/roles is what worries the most, and doubt there are some kind of a new magic weapon made specifically vs slow and hwy targets and would be equipped on Fighters/Interceptors would appear with destroyers. IF the only way to counter something is to play same thing, that is terrible, because that is exactly what leads to massing that particular thing in the match.
If destroyers will counter frigballs - great, what will counter destroyers? TeamPlay? - been there, aint happening in Random PvP
Theorizing about things on paper is fine and dandy, but until they come out in the actual game, there’s not going to be any legitimate criticism. Yes, I predict there will be destroyerballs in random PvP. But no, I don’t know if it will actually be so. At least, until they actually come out. I realize that the devs have not gotten balance right on initial release in… a long time, really, but I’m still willing to give them the benefit of the doubt.
He’s saying that if devs listen to someone who thinks that frigates are still underpowered, then they don’t know how their own game works. From what I can see, anyways.
Ok, probably, but we don’t have devs who think that frigates are underpowered. But they are also not overpowered now.
the situation is pretty balanced now.
indeed
Yes, I predict there will be destroyerballs in random PvP
I don’t think so
Currently there are no very effective tools for fighters and interceptors to deal with multiple frigates, especially after SuperNova got slightly nerfed. So introducing RANK8 entity that in general aren’t as damaging range like r13+, that is even tankier than some existing ships without creating counterplayes for existing ships/roles is what worries the most, and doubt there are some kind of a new magic weapon made specifically vs slow and hwy targets and would be equipped on Fighters/Interceptors would appear with destroyers. IF the only way to counter something is to play same thing, that is terrible, because that is exactly what leads to massing that particular thing in the match.
If destroyers will counter frigballs - great, what will counter destroyers? TeamPlay? - been there, aint happening in Random PvP
Seems the fits used at spec ops will have a lot more use out of it 
If destroyers will counter frigballs - great, what will counter destroyers? TeamPlay? - been there, aint happening in Random PvP
This is the main thing I see happening with Destroyers right now. Teamplay got nerfed when you removed 3 and 4 man squads from pvp, so now there really won’t be a way to counter destroyer-balls (unless you plan on making a limit to the number of them allowed per team, or adding back in squads).
How can they always trust the word of veterans? Some just want to farm the unskilled more effeciently.
Don’t they have recorded statistics to figure what ships are being used most, and the battle effeciency of them? Even what skill level uses a given ship?
Often the feedback of vets is about a more in-depth part of gameplay, while for newbies it is about initial impression and things that jump out at them the most.
How can they always trust the word of veterans? Some just want to farm the unskilled more effeciently.
Don’t they have recorded statistics to figure what ships are being used most, and the battle effeciency of them? Even what skill level uses a given ship?
Often the feedback of vets is about a more in-depth part of gameplay, while for newbies it is about initial impression and things that jump out at them the most.
Statistics are good to balance things, oc they are. That’s why we have some balance now.
But mere “raw” numbers will never tells you what is FUN or what is just EFFECTIVE.
If you have a FUN, hard, fast and challenging gameplay: you get people addicted.
If you just make the game so damn balanced that the most effective way to play is sitting behind a rock in a team battle shooting without barely moving. Pressing buttons with coordination and stuffs like that: you are just making a nabfriendly, not challenging at all, game.
Most of the ships and tactics that are overused are just “effective” but that doesn’t mean they are fun.
'Cause yeah, winning is fun, but after a while if most of the game between “skilled” players are mostly made of: infinite shooting between each others towards rocks, sitting there not mowing for the whole game, or fighters spam. Well after a while people will start to loose interest.
That’s why you can’t ignore feedback from who actually play the game if you want the gameplay stays challenging. Without challenge this game is boring. And sadly most of the things that were made effective in this game are also boring stuffs.
A damn tackler with cruise is effective? Oh yes it is! Is it fun to play one vs one in such ships? Hell NO.
A recon with long range scattergun is effective? Yes. Is it fun 1vs1? NO
An adaptive guard, flying around beacons, deploing mines, barely shooting is effective? Yes! Is it fun in 1vs1? … Do I have to respond to this?
And so on. Long range fighters, long range frigates, long range plasma inties, ecms… the most mobile ships in this game are cruise fighters that can dogfight ok, but are way less effective if you play them that way, also the dogfight between those ship are barely fun.
Now let’s introduce also something even more less “skill requiring” and ubereffective… really?
Is it what we really need to have more fun? Or it’s just another occasion to introduce more grind to the game?
Statistics are good to balance things, oc they are. That’s why we have some balance now.
But mere “raw” numbers will never tells you what is FUN or what is just EFFECTIVE.
If you have a FUN, hard, fast and challenging gameplay: you get people addicted.
If you just make the game so damn balanced that the most effective way to play is sitting behind a rock in a team battle shooting without barely moving. Pressing buttons with coordination and stuffs like that: you are just making a nabfriendly, not challenging at all, game.
Most of the ships and tactics that are overused are just “effective” but that doesn’t mean they are fun.
'Cause yeah, winning is fun, but after a while if most of the game between “skilled” players are mostly made of: infinite shooting between each others towards rocks, sitting there not mowing for the whole game, or fighters spam. Well after a while people will start to loose interest.
That’s why you can’t ignore feedback from who actually play the game if you want the gameplay stays challenging. Without challenge this game is boring. And sadly most of the things that were made effective in this game are also boring stuffs.
A damn tackler with cruise is effective? Oh yes it is! Is it fun to play one vs one in such ships? Hell NO.
A recon with long range scattergun is effective? Yes. Is it fun 1vs1? NO
An adaptive guard, flying around beacons, deploing mines, barely shooting is effective? Yes! Is it fun in 1vs1? … Do I have to respond to this?
And so on. Long range fighters, long range frigates, long range plasma inties, ecms… the most mobile ships in this game are cruise fighters that can dogfight ok, but are way less effective if you play them that way, also the dogfight between those ship are barely fun.
Now let’s introduce also something even more less “skill requiring” and ubereffective… really?
Is it what we really need to have more fun? Or it’s just another occasion to introduce more grind to the game?
Seems that you only have fun with interceptors orbiting at less than 1km. Also seems you know something the rest dont know about destroyers (since you talk about it with confidence).
I’m interested in the different control technique planned for them, with I presume navigation and gunning to be independant?
Will destroyers have their own key bindings or how will this work?
I’m interested in the different control technique planned for them, with I presume navigation and gunning to be independant?
Will destroyers have their own key bindings or how will this work?
Yep, it will be slightly different for navigation.
That’s why you can’t ignore feedback from who actually play the game if you want the gameplay stays challenging.
Why do you insult super testers, all of them are active skillful player, russian and english guys, all of them give us a lot of feedback. I don’t get it, do you think that they are all n00bs (or all of them are just n00b-farmers?) or we work with them just for fun?