Gaijin I give you credit, the recent ship roles patch was a masterstroke, and really has balanced the game so well.
Hopefully you will take my suggestion into consideration then to further balance PvP in all tiers
Put a maximum number of specific ship roles per battle.
Like, no more than 5 Engi Frigates. Or no more than 6 Gunships. etc
Maybe implement a random-number-generator into the matchmaking, a lottery if you will. A system where it automatically counts all the different ship types for both teams types pre-battle, and put a limit if there are more than say, 10 different pilots on one team that all have a Engineer frigate able to use. Give out a lottery between those 10 pilots with Engineers and randomly select 5 of those pilots to be able to use that Engineer ship.
Granted I am just brainstorming but something along those lines could really balance a battle where one team has 3 Pre-made squads.
5 Maximum Engineers spawned at one time during a battle
4 Maximum Guard ships spawned at one time during a battle, etc
The answer is not to limit how many of a given ship can take a certain class. The answer is to make it so that no one class is clearly superior to all others.
Add something that shows how many of each class is currently in battle/being picked and let players who wants to compensate themselfs.
While you can check what ships are being picked/used currently, it takes to long time, and you can fail to remember if there was (for example) a tackler or not.
im always near last place and i get this nonsense all the time…thank you so much whoever made this matchmaker! why cant i just play versus ships and pilots like myself?
Add something that shows how many of each class is currently in battle/being picked and let players who wants to compensate themselfs.
While you can check what ships are being picked/used currently, it takes to long time, and you can fail to remember if there was (for example) a tackler or not.
I totally agree with you, this is really needed, maybe you should post it as a suggestion seperatly?
To Cloud:
Regarding the limiter, I see your problem. It’s mainly about frigates that are right now to OP. Have two next to one another and the enemy starts suffering, but have five or six of them defending the commander in combat reconaissance and the game becomes unplayable… This mainly because the engi has as much hitpoints as a guard WITH the healing ability on top… Simply too much, if they were as weak as LR then they wouldn’t be used as much.
For other classes, there’s always a drawback to no versality so I don’t see the problem. But yeah, engis kill the game when there are too many: I’ve noticed that when there are more than 2 engis in my team that I’m almost invincible… So I get it. It should be fixed, but limiting the entire classes range ain’t the solution, maybe engis should though…
The thing is, engineers by themselves aren’t that much of a threat, however when you have 3 guards and as many engineers, you mind as well hit the rage quit button.
The thing is, engineers by themselves aren’t that much of a threat, however when you have 3 guards and as many engineers, you mind as well hit the rage quit button.
Sure but if you’re not using a special ops interceptor (and even then), when can you one on one kill an engineer quickly? And that’s the point, right now an engineer feels more like a guard. And a healing class has never been that. It’s not supposed to be a tank it’s supposed to be weak enough as not to really stand long.
That problem with multiple engineeres just rises because they can heal each other up faster than you can kill them and that ain’t fair. I get the guard engi combo, that’s ok, because usually you get rid of the engi first and then go at the guard. That’s how it works but since the engi is as tough to kill as a guard you lose all tactics because ultimately it will be as hard to kill one or another…