Command is the resist engi with decent gunz
Command is the resist engi with decent gunz
Let me resume:
The command gives a resistance buff to near allies and allows short but strong buffs for engaging smart pushes. To counter a full focus from the enemy, it have a quite decent firepower and it can tank the damages with his shield while his “army” (team) does damages to the enemies.
→ Its goal is to be a stratege offensive if I understand well.
The engineer have not a real firepower but is quite safe with his drones. It can heal its mates and creates warp gates and static barriers like a war-technician. This ship is for maintain a position (healing, static barrier, stations…) and going back to it faster after a respawn (warp-gate).
→ It seems more like a defensive ship.
An engineer is a technician. A command…is a commander x) (sorry, no better idea)
It is like one have been made to kill the other one indirectly (maybe I go too far ^^" )
I don’t think they are made on the same base but if more people agree with you, I will add it in the OP.
Edit: I see where you want to go but I am not sure about this explanation
A Command buffs both its own, and its ally’s defenses’ and offensive capabilities.
The command can use its own energy within the capacitor to defend itself. ← if this helps.
Aniways ArcTic, in the Part 1, 3) 2) c), your sentence would replace the blue one for command if I don’t mistake?
I find my own sentence (Smart instant-pushes in team and general protection of your mates. (be the team commander)) better and more clear to understand for a newbie
Edit: It seems like you just wanted to answer to someone else, did I mistaken somewhere? :S
Uhhh someone tell me why this guide is bad. I can’t find a bad thing in it.
Uhhh someone tell me why this guide is bad. I can’t find a bad thing in it.
That’s exactly why it’s bad. It’s a good way to give newbs a false sense of knowledge about the game. Everything is explained in very rigorous terms. If you try to understand this game in terms of assassins, supports, and carries, you’ll never gain enough flexibility to really fly your ship well. It’s an attempt at a comprehensive guide that fails in being comprehensive very, very badly. It barely scratches the surface of a million topics, and fails to cover any of them well.
That’s exactly why it’s bad. It’s a good way to give newbs a false sense of knowledge about the game. Everything is explained in very rigorous terms. If you try to understand this game in terms of assassins, supports, and carries, you’ll never gain enough flexibility to really fly your ship well. It’s an attempt at a comprehensive guide that fails in being comprehensive very, very badly. It barely scratches the surface of a million topics, and fails to cover any of them well.
Well yeah I have to agree that using terms is a bad thing. If one creates a tutorial, he should use the words/terms used in the game it self. Or maybe clarify that this word means this, for example “I am going to call the engineer class as support” or whatever. I am not saying this guide is bad, but the use of terms that are not in the game at all is a bad thing.
About Carries, supports and defender I will quote the part 1, 1): “This list is a summary of my reflexion and it is not really usefull to remember it in fight.”
I will copy/paste and modify the complete Part 1 of my other post to be more clear about this. stay tuned for an edit of the part 1, 1).
Further more: Have someone an explaination to the fact that there is exactly three ships in each class?
How many time did I said that EACH SHIP has ITS OWN PURPOSE? I know perfectly that and I explain it in the part 1, 3). This is the most important part!
Edit: part 1, 1) edited.
Edit 2: Part 1, 1) and 1, 2) interchanged. So care about that now.
Edit 3: In the star conflict forums, I’m the first to make a “real tutorial” like this. I made my research before.
“spherical radar”
What is this? Is this what changes the mini-map to a kind of circle radar? I see a lot of people use it, why? I can’t understand how it works. I prefer the mini-map over this thing.
The spherical radar is good because it is a 3D radar, you can see if stuff is above or below you which you can’t do with the minimap one. But, in the end, use what works best for you.
“This list is a summary of my reflexion and it is not really usefull to remember it in fight.”
So what is the point of it then?
The spherical radar is good because it is a 3D radar, you can see if stuff is above or below you which you can’t do with the minimap one. But, in the end, use what works best for you.
When u have >6km sensor range spherical radar is kinda useless
You gotta learn how to use both during the battle
*Okay, honestly, about the spherical radar and classic map, it is a global reflexion with friends of mine and also someone posted this idea in the comments.
For dogfighting, it will be important to know if the enemy passed above or under your ship And since you are a beginner, you will do more dogfight than having a huge sensor and scout.
Should I precise that those options are not absolute but really helpfull above?
*If I inserted “the blue list” (part 1, 2) now) and its explanation under it, it is only to let people know what kind of questionq did I ask to myself in the first place. It is not something wrong in my point of view, but it is not something important for someone who start to play. It is more for other kind of people reading this and this is why there is the red sentence: “If it do not interest you, jump to the point 3).”
Also, this will help in the Part VII about how to use modules and what do they do. If nobody wants to make a tutorial on that part, I will be forced to do it myself.
@xKostyan, is the part talking about resistance alright?
Edit: I am still looking for mistakes in the green sentences in the part I, 3). Someone said that it was not completly true.
Edit 2: Part VI edited.
Edit 3: Should I add a new part talking about groups, corporations and wings?
Edit 4: I will add something talking about the profile. (informations displayed, fleet strenght, kda…) and something about the missions and how to unlock dailies.
In general this guide has some good and decent basic.
2) The blue list
Each class can be played in different ways especially when you reach higher Tiers, so I would not agree fully with this.
Keep on the good work!
In general this guide has some good and decent basic.
Each class can be played in different ways especially when you reach higher Tiers, so I would not agree fully with this.
Keep on the good work!
THANK YOU
I wanted someone in the game team to answer this for so long ^^
I will edit this part
I think this “blue list” will go to the part talking about modules and I will remove all the talking about “affiliations”
THANK YOU
I wanted someone in the game team to answer this for so long ^^
I will edit this part
Of course we had things in mind when creating and balancing classes, however players always come up with new ways and ideas of using classes in different ways.
Of course we had things in mind when creating and balancing classes, however players always come up with new ways and ideas of using classes in different ways.
So my pic about game dev is right
Edit: Part I, 2) removed and the new part I, 2) contain henceforce a preface. Part VII reorganised and VII, 2) edited for the module “classic purpose”
Edit 2: VII, 2) Term “assassin” removed and replaced by “damages”.
Edit 3: When this guide will be complete, can it be pinned?
Edit 4: New part: X) Going further…
One of the last things to add in the tutorial is that:
OP: Part II), 4).
I didnt bought any second-role ship (like the Tacklers from Jericho or the Guards from Federation) because of that:
*Gain a rank means gain more stats, for example the Lion Mk.II have better stats than the Lion when you compare them with shift.
*Gain a rank means more crew point.
For example, the rank max in T5 for Jericho tacklers is lower than the Federation tacklers: less crew points and less stats.
The interest of playing jericho is for the resistance instead of the speed but if I lack the crew points and stats, what is the point of using them?
The interest of playing jericho is for the resistance instead of the speed but if I lack the crew points and stats, what is the point of using them?
Different play styles. The Rank 15 implant is only a small bonus in the grand scheme of things. But with your example, the jerry tacklers can be a bit more tanky compared to fed, I find them more suited for longer range engagements, whereas the fed tacklers can afford to get a bit more up close and personal with their added speed and maneuverability.
This is true.
But look at T3.
Example: Katana AE (R8 Jericho Tackler) vs Hyena (R9 Federation Tackler): Lack the best T3 implant for the Katana AE and lack a lot of stats (because of the 15 defence points from synergy bonuses).
Why is the Hyena favorised?
And even if its only a question of playstyle, why would the jericho tacklers not have acces to the rank 15 implant?
Edit: All those question that come in the head of a newbie…