This is going to get hate from interceptors, and I don’t care.
I just finished a match of domination where the enemy won from captures mainly due to their insane capture bonuses. We were capping beacons just fine, but we couldn’t hold them against the enemy team who was primarily using Recons to warp all around the map.
So I switched to my Blood Tormentor, hoping I could hold off the two Recons that were reeking havoc. Despite having a pusar equipped, I could not hold the beacon. The two interceptors warped in, and proceeded to huddle on the far side of the beacon where I couldn’t shoot them. The first time I managed to kill one of them with a well-placed torpedo, but after that, no such luck. We lost because the Guard class can’t hold beacons like they are designed to do (We had 1 Guard frigate at each beacon at one point, to no avail). Two recons with their stacking 35% capture bonuses completely ignored the fact that I was a defending class, that was (surprise) defending an objective!
So here’s my proposal. Guard frigates should get a 35% bonus to slowing an enemy’s capture speed if they are within the objective radius. This effect would NOT stack so frigballing objectives wouldn’t be encouraged.
This way, a single Recon facing a Guard at an objective cannot out-cap the defender. Two recons will get the standard 35% from only one of the interceptors.
This would also affect detonation matches. Interceptors that can easily plant the bomb while orbiting the beacon would have their bomb plant speed bonus removed if a Guard is within the radius of the station.
If there is a “smart” guard at the beacon protecting it, it is very hard to “steal” it from him in timely matter before his buddies come to help, even 2v1. It is all about positioning.
You are pointing at a problem with a dangerous solution.
This kind of buff could lead to an horrible and terrible spiral of buff demands by other roles.
You are mentionning a problem which is not only linked to guards but to interceptors and objectives gameplay in general.
This kind of gameplay is not extremly easy and friendly. This is why it can appeard like something imbalanced.
If there is a “smart” guard at the beacon protecting it, it is very hard to “steal” it from him in timely matter before his buddies come to help, even 2v1. It is all about positioning.
A “Smart” Guard is never directly near the beacon. It’s keeping a certain distance to optimize its weapons, missiles and to deny at the maximum the close combat engage.
As a recon, one of the worst thing I can find in a beacon is a good guard player. If he does good, it takes forever to cap, and most times you need support.
You only need to keep damaging the recon with mains or torpedoes.
i think many people underestimate the value of applying damage at cappers (+1 evi)
one ship can try to apply damage to all ships surrounding the beacon, reseting the timer to cap each time. depending on how long you can hold out, and if your team is smart enough to arrive, you can deny capping long enough to get the beacon for yourself. but you have to let go of killing a single target;
good defense weapons for beacons include mines, pulsar, beacon torp, bubbles pass through beacons, drones, defensive ecm bubble with cap, and web.
i expected actually a suggestion of experience points for successful missile shielding - maybe even medals for catching as many missiles as the missile shield could.
I would not mind for guards to have the chance to reduce capping bonuses a bit (non-stacking) around an objective. i would also not mind to give some points to people around the objective if its capped (but not as much), to make frigate play more rewarding.
I think the guards already too OP agains the interceptors, we don’t need to nerf them instead of buff
Without joke, a good guard can hold a beacon agains many interceptors.
The guard can torp them, slow them down what turn off the adaptive shield, pulsar them or use the anomaly to clear the beacon.
Most of the abilities doesn’t even need good aiming skills.
Also don’t forget if you die, you can come back slower and slower and with an interceptor one bad move is enough and you crashed or shooted.
So even if you pro you can lost an interceptor in a sec and after a several die you can wait over 30sec to come back.
So I think the guards are good as it is now.
I agree with g4bor, give more achievements for the guards because a good guard can turn a match on a beacon and make sense to show it on leaderboard too.
But the guard has everything now to protect a beacon.
This thing is not even close to be useful, You lost 2 hull slots because you consider that Jericho guards can’t tank on hull while the Inquisitor S is completly able to do it.
This thing is not even close to be useful, You lost 2 hull slots because you consider that Jericho guards can’t tank on hull while the Inquisitor S is completly able to do it.
Not useful? Ok, whatever you want to think. I exchange defensive capabilities for offensive. The Inquistor S can definitely hull tank. I guess my build is for different gameplay than yours. I use the shield multipurpose and ESB (emergency shield booster) and pulsar. Kind of selfish.
Razka, what do you think of using A1MA to bait an ECM into using the stun then using Pulsar when the stun is gone?
Yes, but my intercepors usually adaptive and at least 550-600 m/s fast. You need practice to survive a torp in a beacon.
But don’t misunderstand me, I can handle the guards
Also I learnt when should I find a new target or wait for support.
If your ceptors are that fast, you are losing maneuverability. I don’t think it is worth. 500 m/s is more than enough for most interceptors, and empire ones can do with 400-450 m/s.
If your ceptors are that fast, you are losing maneuverability. I don’t think it is worth. 500 m/s is more than enough for most interceptors, and empire ones can do with 400-450 m/s.
I agree, but some cases you need just speed. I also fly normal ceptors with 2-3 ver. but somehow I like to fly fast
You have to give up the turning or tank for speed. I usually change the tank to speed.
Ships already inside a Beacon’s capture radius affect the enemy’s capture speed. The reason Ceptors have those bonuses (not just Recon) is because that’s their job. Ceptors are BUILT to fly in, fast, ahead of everyone else and cap Beacons. Fighters and Frigates then dispute for the Beacon itself.
What you did with the Blood Tor was just fine, you just didn’t have the support needed to finish the cap. But if you insist on doing it alone, try fitting CM and Torps. Fire the Torp one side, then play ring around the rosie to force them into the Torp while firing the Mortar at them. They’ll either sod off or die, their choice. CM is just a killer weapon. Firing it straight into a Beacon, its natural spread WILL eventually catch Ceptors hidden from your view.