Insane queue times when using top end tier 4 ships

I have been in queue for PVP for 20 minutes now and have not seen a single battle. How long am I supposed to wait to play the game?

My record is 50 minutes. That was a few months ago. 

 

Now its about 5 -10 minutes, if you get insanely long queues cancel and restart. 

My record is 50 minutes. That was a few months ago. 

 

Now its about 5 -10 minutes, if you get insanely long queues cancel and restart. 

 

I think the biggest joke about all this is I’m actively supporting the company by spending real money in addition to earning the ships the hard way, yet I cant even play what I buy, nor can I play the t4 ships I’ve earned.

 

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I think the biggest joke about all this is I’m actively supporting the company by spending real money in addition to earning the ships the hard way, yet I cant even play what I buy, nor can I play the t4 ships I’ve earned.

 

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holy xxxx that has to be a bug. Why is the squad window open? 

 

But then there are only 690 players on and keep in mind almost no one plays T4. Even when there 2k players on I have to wait 5 minutes. 

holy xxxx that has to be a bug. Why is the squad window open? 

 

But then there are only 690 players on and keep in mind almost no one plays T4. Even when there 2k players on I have to wait 5 minutes. 

 

I had another member in my squad, but I blacked out the names. I waited 32 minutes before I got a PVP match vs 2 enemyies + 1 bot. The battle lasted 7 minutes and I only made 83k from it.

I had another member in my squad, but I blacked out the names. I waited 32 minutes before I got a PVP match vs 2 enemyies + 1 bot. The battle lasted 7 minutes and I only made 83k from it.

 

its cause there are so few people on. I just waited 9 minutes for a t3. 

Well, it is indicative of a bigger problem - most people (of those that even have T4 stuff) don’t like T4 playstyle. Hence, very few souls playing at that level.

Arcade?

I think the problem lies in how the tiers work in general.

 

The old system clearly divided the tiers, and all the current system does is lie to people. We all know that Rank 1, 4, 7, and 10 are the weakest ships of their bracket, so players are actively encouraged by the game itself to push to the mid or end ranks of their Tier.

 

Once you’re there, if you’re like me, you’ll want to start amassing Blues. This requires a lot of time and effort as you need to be ranking up most, if not all of the factions.

 

So let’s take my situation: I am Rank 6 Jericho, Rank 6 Fed, and just hit rank 7 Empire. I have a roster of high-sync or max-sync ships, sporting a lot of good kit on my ships and working towards a “pure blue” roster. What incentive is there for me to move up to Tier 3? If I do I’ll be stuck with sub-par ships with sub-par gear and no way to access the precious Mk III kit I desire. My opponents, by contrast, likely will have Mk III gear and be flying Rank 9 ships.

 

There is no reason for me to move from where I am. In fact, it arguably hurts me to do so!

 

Until this issue is resolved, there will always be a problem of people “squatting” in the lower tiers.

 

So how can we resolve it? Well, there’s a couple of potential methods:

 

Rank =/= Power:

Using this method, every ship in the same tier is equally as good as every other. The Iron Harpy (Rank 4 Empire LR Frigate) should be just as valid a choice as the Hydra (Rank 6 Empire LR Frigate). Both should be very similar in power, dps, speed, agility, shields and hull.

 

So what, then, would be the point of having different ships? Well, because each ship can still have some variation. The Iron Harpy, for example, might have less shields but more hull than the Hydra. The Steel Harpy might be the weakest in terms of defence, but have the highest offence, or be able to carry 2-3x as many missiles, or get the Warden’s Disintegrator back (causing a lingering damage effect to whoever they hit).

 

However it’s done, the core mechanic should be the same; each ship should be equal. All my Rank 6 Empire ships get three active modules, two passive modules and two tuning modules. Under my suggestion, unless there’s a balance issue, every Tier 2 ship would have 3 active, 2 passive, 2 tuning.

 

Starting Gear Shouldn’t Be Crap:

Nobody who actually plans to win a match uses Mk I. Nobody asked for it, and nobody ever will. People acquire their gear through grinding until they can afford Mk II or Mk III, lucking out and getting Military / Experimental drops, or paying real money for Premium. Nobody actually buys Mk I.

 

But starting packets are, in a sense, viable; give us the option to buy (with credits), the ship naked, “Mk I” built (for the one person who for some reason will want it), and “Mk II” built for everyone else.

Then, with real money, allow us to buy a “Military” ship, or a “Premium” Ship. These do exactly what they say on the tin; all the default weapons, modules, etc. are Military or Premium respectively.

 

Wait! I know what you’re going to say! “OMG THAT’S PAY TO WIN!” Thing is, it isn’t. Military is “Mk 2.5”; Mk III is better every time, and you can get Mk III by grinding loyalty with factions; you don’t need to pay money for it. Premium is equal to Mk III every time - it’s Mk III without the grind. These two options don’t let you buy a powerful ship that nobody else can have, they just let you pay to skip the grinding. If you buy a Military Katana with real money you still won’t be as good as a Katana whose owner earned full Mk III / Experimental loadouts.

 

That is the final, important point to this suggestion: Experimental cannot be bought. You can buy licenses to increase your loot tokens, and thus the odds of getting Epic Loot, but you can’t just throw money at the game and fly into Tier 4 with a pure purple. Nor do these loadouts come with any synergy; whether you buy it naked with credits or Premium with money, it starts at 0 synergy and you have to pay for repairs.

 

 

 

 

Those are, I feel, the two most important changes that need to be made for the Tier Avoidance to go away. They won’t fix it by themselves, but they are a step in the right direction.

You think that the rest of us in T3 haven’t had to deal with this?  If you want to spend $100 outfitting your prem ship in full prem gear then by all means…waste your money.  Did you think that because you were OP in T2 with full mk3 gear that it would be the same when first starting out in T3?  I didn’t start out with amazing ships and gear in T3…I grinded my butt off for them…I suggest you do the same.  I’m just now unlocking T3 Mk3 gear and I’m already rank 10 in 2 factions and closing in on 11.   Not one piece of Mk3 gear on my ships yet I still finish in the top 3-4 on my team consistently.  Play for objectives and to win the game…worry about padding your avg kills/game some other time.

 

Do like everybody else does…get an engineer and help support your team with heals and long range dps until you can farm enough credits in T3 to get the ships you’d like.  You’ll get plenty of assists from regen auras and probably a few kills if you minefield beacons.

 

There is no reason for me to move from where I am. In fact, it arguably hurts me to do so!

 

Until this issue is resolved, there will always be a problem of people “squatting” in the lower tiers.

 

So how can we resolve it? Well, there’s a couple of potential methods:

 

Rank =/= Power:

Using this method, every ship in the same tier is equally as good as every other. The Iron Harpy (Rank 4 Empire LR Frigate) should be just as valid a choice as the Hydra (Rank 6 Empire LR Frigate). Both should be very similar in power, dps, speed, agility, shields and hull.

 

So what, then, would be the point of having different ships? Well, because each ship can still have some variation. The Iron Harpy, for example, might have less shields but more hull than the Hydra. The Steel Harpy might be the weakest in terms of defence, but have the highest offence, or be able to carry 2-3x as many missiles, or get the Warden’s Disintegrator back (causing a lingering damage effect to whoever they hit).

 

However it’s done, the core mechanic should be the same; each ship should be equal. All my Rank 6 Empire ships get three active modules, two passive modules and two tuning modules. Under my suggestion, unless there’s a balance issue, every Tier 2 ship would have 3 active, 2 passive, 2 tuning.

 

I’m not sure this would work.   When buying a new ship I like to know I’m actually getting an improvement over the ship I previously used.   If every ship was identical in stats in that given tier other than a few bonuses to main weapon dmg, projectile speed, spread reduction, module cooldown then really whats the point of buying new ships?  Players need an incentive to keep working towards progression in their ship trees…not a reason to fly a rank 4/7/10 ship exclusively until you’ve unlocked the next tier.

Dont worry im still getting outgeared alot but still i find myself mostly at the top or some where in between

I mean if i want to i can go uber full geared back to t2 and spank some t1/2 with 4 ships lol

Problem is ppl are afraid to get beaten up at t3 because of no gear?

Get real, yall got to comfort with your xxxx blues on t2

And now you miss them on t3

Hollas

Most of the time , even with only 700 people on , i only have to wait max 2 min for a T3 match.

Started to play T3 with with only a few blue items, rest mk 2 , but still i made profit and had fun and when i finally reached mk 3 and equipped them , i rly knew to cherish them.

I never cried in T1-3 that others are better equipped and used that as a blind excuse for not getting the max bill for my efforts in the match. You can’t blame your Limited equip for not doing the mission objectives !

Several mates in my corp flying with mk2 items and they are doing pretty well , getting the same credits as me. And they doing it even when they fly solo !

The only problem in T3 at the moment is the engi module Remote shield repair. That’s all.

But in the last couple of days , many matches you have to search for the engi , even going totally without.

But never practice T3 and not getting used to the new ways of equipping which are in T3 possible and counter that by your own fittings and then cry out T3 is imbalanced or w/e … well , sry for being that direct , but it’s your own fault.

And playing ship types in the weirdest ways , e.g. a guard sitting at spawn equipped with long range or an engi keeping his xxxx out of the front by parking his butt 6k m away so no one fighting in front can profit from his repairs or even worse dont even turn on his repairs, well may be in T2 this works i dunno , but in T3 it’s like having a player with a disco. And getting not the full reward for this … well , nc.

The only point i see true is the point that playing solo without squad/corp is harder , but it’s not impossible to do. There are many good solo pilots out there which allways when i see them are placed in the top 5 even without T3-3 ships. How they do it??

Tl;dr : crying unbalance and the other ships are better equipped, is not a good excuse for lack of practice and weird playstile

Ps: sry for going a bit off topic

I’m not sure this would work.   When buying a new ship I like to know I’m actually getting an improvement over the ship I previously used.   If every ship was identical in stats in that given tier other than a few bonuses to main weapon dmg, projectile speed, spread reduction, module cooldown then really whats the point of buying new ships?  Players need an incentive to keep working towards progression in their ship trees…not a reason to fly a rank 4/7/10 ship exclusively until you’ve unlocked the next tier.

 

It would work. Just because the next ship up is not automatically more powerful doesn’t mean there’s no incentive to get it.

 

Let’s use the initial example I gave and go through the LR Frigates for Empire, ranks 4-6. AS it is, there is no reason to keep using the Iron Harpy once you have Steel, and you should ditch Steel once you get the Hydra.

 

Under my suggestion, it might work something like this:

 

Iron Harpy and Steel Harpy both get the exact same stats and loadout slots at the Hydra. Then the following differences kick in:

 

Iron Harpy:

Damage of all weapons increased by 10-15%.

Increased Energy Resistance.

 

Steel Harpy:

“Wardens Disintegrator” - Disintegrator causes 150-200 damage per second on any target hit for 3-4 seconds.

Increased Thermal Resistance.

 

Hydra:

Recharge time of all modules decreased by 20-25%.

Increased Kinetic Resistance.

 

With those changes alone we can see certain roles coming up; the Iron Harpy is the best choice for raw dps, whilst the Steel Harpy becomes the best sniper. The Hydra is arguably the hardest to pin down as to what it is “best” at, but I have no doubt a skilled pilot can find plenty of uses for faster module recharging. The unique buffs to their resistances also helps players pick the right ship for them; expecting lots of railguns? Grab a Hydra! Plasma ruining your life? Grab an Iron Harpy!

 

This is what I mean by making them all equal; not that they are completely identical, just that there is not one ship that is clearly, objectively better than everything else in its bracket.

At the Moment I have to wait about 5 min. if i want to get (solo) in a t4 match. The Wait gets longer when i sqad up with somebody. 

Also I only end up in 1v1 or 2v2 Matches (with bots). I must confess they are kinda fun, since ur skill can actually decide if you loose or win that match. 

In the 1 1/2 weeks i actively play t4 (that means most of my daily matches) I only once had a 8v8 which was absolutely awesome. 

Still its understandable that many Players refuse to play t4: 

the repair bills explode and the grind for blue eqip is just hilarious (about 3 weeks from r9 -> r11) and then there are Players lurking which adapted to the t4 playstyle and will wipe the floor with you. All in allvery depressing.

There isn’t enough differentiation between ships and modules right now to level the tiers as described. Which is too bad, because I would like something more along the lines of leveling == more customization, rather then leveling = grind to top of new bracket for the same stuff essentially.  

 

Does gameplay really change much between T3 and T4?  So far, I see a change from T2 to T3 in as much as people have lots more options for ships.  T1 and T2 are very restricted so the number of actual variants a player can use are minimal.  

 

So you could have a mechanic where every ship has the same number of slots as T4 end tier ships, but your ability to change the slots to other gear is restricted by your rank.  This would create a steeper learning curve for new players, but would give you a much larger pool for pickup games.  

Sometimes the queue bugs so we recommend to restart it after 3-5 minutes.

Furthermore it is a good idea to enable the display for queued players:
“/set cl_showMmQueueInfo 2”

Sometimes the queue bugs so we recommend to restart it after 3-5 minutes.

Furthermore it is a good idea to enable the display for queued players:

“/set cl_showMmQueueInfo 2”

 

I restarted the queue 3 times, the first 2 times I waited 20 minutes before rejoining and the last queue got me into a fight after 32 minutes. Where do I set this variable? Do I paste it in chat?

I restarted the queue 3 times, the first 2 times I waited 20 minutes before rejoining and the last queue got me into a fight after 32 minutes. Where do I set this variable? Do I paste it in chat?

Yes.