I would like to start off by saying I’ve only got a t2 interceptor so I can’t really judge too well which is why the title is a question mark. I want to know if I’m just not seeing the benefits that the federation abilities provide. I also noticed that stat wise the federations only benefit over the other two faction seems to be they have better speed and energy regen at the cost of lower hull and shields which makes them feel really weak since they end up being about 20% weaker in terms of total hp. Again it has just been my experience that 20% lower hp is not made up for with speed(or energy) when you have lasers that remove a lot of the benefits of being fast enough to dodge other things.
Interceptors
Right now my main problem is that plasma web seems like a weak ability since it does about as much dps as the enemy’s shield regeneration(this would be much less of a problem if it was an aoe but I don’t think it is, correct me if I’m wrong). I feel you *have* to use the -50% regeneration variant because unless I’m wrong it actual calculates to an increase in dps since you are competing with less regeneration while the other variant simply lasts longer. The introduction of the support frigates with hull and shield regeneration auras negate plasma web almost entirely and leave me feeling very much like its a button that has remarkably little use outside of pulling people out of stealth. I would much rather be using one of the other two interceptors because I feel like they actually have more utility.
The Empire’s super speed jump is very useful to immediately warp a second interceptor into combat behind the enemies captain in recon or reinforce a point (I feel like this is decently balanced but overall interceptors are pretty weak so it could do with a buff).
The Jericho interceptor has probably the best ability of all the interceptors. The ability to paralyze everyone nearby for any period of time is a huge boon to the team, it translates to a whole bunch of possible free damage. Its even better because they are invulnerable while they charge the massive pulse. This ability forces a reaction from the other team or they will take some kind of free damage. None of the other interceptors have the same kind of team support/survival abilities.
PULSAR : I almost want to call this ability the bane of interceptors. It takes out 4000 of my 5100 total hp(maybe 6000 is you count shield regen during the ability duration). This ability prevents me from getting anywhere near a frigate for 8 seconds every 35 seconds. It keeps me out of the frigate’s dead zones or it kills me before I can really do any hull damage. Maybe I’m wrong but I thought I would be able to do well once I closed the distance on frigates and not be instantly forced away. At the very least I would like Ion beam to be usable to shut that down once its activated, however that’s just a wish I have and may not be balanced.
Fighters
Invisibility is a very delicate balance issue, often times I feel like invisibility is almost overpowered. Here it feels underpowered(average if you choose damage immune stealth) for any situation other than prolonging your life. The problem is that getting the drop on anyone that isn’t an interceptor is worth remarkably little in comparison to other faction abilities. The dps increase on the empire fighter immediately makes up being caught off guard by allowing you to just win once you get to the dogfighting. The Jericho ability to increase shield resistance has more of less the same effect by letting you win in a dogfight since you take less damage.
Frigates
This is the class that bothers me the most. The two drone variants I feel are interesting and useful against interceptors, fighters, and other frigates(in head to head combat). The problem is that the abilities the other two frigates have prevent you from ever getting close enough to engage in head to head combat with them or moving out of cover at all. Its frustrating to have a large block of steel that gets pegged over and over again from 10000+ meters until it dies. Its a decent defender that can actually counter the Jericho missiles spam(I think it shoots those down right?) but it seems like its doomed to stay behind cover as a defender/support frigate and can’t move out if there is a frigate from one of the other two factions
Again this is just my opinion and I would be completely fine with someone politely informing me how useful invisibility or any of the other abilities are in general. Tell me how speed is more valuable than health in interceptor vs fighter with lasers. I very much want to think this game is balanced because I still enjoy it despite being frustrated quite often when I have to do twice the damage to a fighter with half the firepower.