intro:
The interceptors strength is evasion.
The fighters strength is that it is optimally balanced in survivability vs damage.
The frigates strength is resilence and depending on class: damage, repair or resilence.
At least it is how it should be, but
* guard ships only got +30% resistance overall due to their shields being 30% weaker by default. Just one Long Range got 2 damage types: EM+Thermal.
* command ships energy shield is drained instantly by Positron Gun Volleys.
* gunships can’t eat an engineer or guard, especially if it’s alien but miss small ships btw.
I see small ships as swarm of 9 small ships vs 3 fighters or 1 frigatte.
Because they are so small, they can be built for evasion (thickness/acceleration) but they shouldn’t be weak because of that (plasma arc).
And everything is so **** fast:
* Destroyer has blink
* Engineer Warp Gate
* Thar’Ga at 700 speed easily
The Issues in r8-11 games:
Guards:
Guards can’t take the punch of long range frigattes and they spawn-camp on smaller maps.
Guard-Players are needed in the middle of the map becaue of an average team-size of 7 instead of about 15 where you can pick more roles.
=> This includes currently dead players, zero-pointer-players and players away from the team fight.
Engineers:
Engineers don’t equip hull repair or fly into combat. But we need one engineer at rear with a repair gun sitting on a guards bottom.
Engineers and Guards which use free aim turn when they drop the hotkey and guns aren’t recharging during free aim.
Long-Range:
Long-Range should keep frigattes away but sucks at it when spawns are near cover.
Long-Range are too freakin good at any range -even close range (less than 2000)- vs fighters. Especially if they blink 5k away. (when a good player controlls them)
Commands:
Commands are target practice of frigattes. That is the issue.
Because players cannot play according to their role.
Gunships:
Gunships can’t eat an engineer or guard. They do have to because engineers and guards are at the frontline and also first-ship Thar’ga happens to be one.
Tacklers:
Tacklers die because you can’t free aim at interceptors or take on frigattes.
Free aim blocks gun reload and disables turn control (makes you an easy target).
Consider a small ship with 5k gun range: I had it.
Result:
At least everything is equally imbalanced ”)