In beacon mode, kills are useless on their own, you need to actually capture, which means close quarter dogfighting around the beacon. When a great portion of your team - is it happens ALL THE TIME - goes LRF aand spends the whole match sniping from spawn, your team has no chance to capture against a team that has all ships on capturing.
Fragwhores repeatedly ruin beacon matches by picking up several LRFs. I just had a match where from 10 ships, 4 were LRF! The enemy had none. We had absolutely no chance…
Please limit the number of LRFs allowed in beacon modes, based on the number of players in the match.
My suggestion for cap: 1 base amount, +1 for every 8 ship on your side.
i don’t agree either to the limits. everybody should be free to take any ship they like.
instead, i would make the LRF what it should be: a pro-ship, with high risk factor.
LRFs are just too useless for the team, and only reward cowardly gameplay.
also, while blade puts it right (experienced lrf can be somewhat useful), usually, veteran players playing LRF are not useful AT ALL, and can lose you a game while actually getting first place with kills only.
i would swap white noise and ir pulsar times (why should ir pulsar have double time with multiple targets?)
make perma-em scattering impossible on all tier-primary ships (so you have to use a weaker one to ninja)
reduce their survivability by reducing resistances
increase reverse thruster cooldown times, or give nukes the ability to interrupt that
reduce damage boni for primary weapons on all of the empire ones (they have 6 guns, should be enough “bonus”)
simply put: make it less of a pain to remove, and much harder to survive in.
tweak its gameplay.
because atm. it’s just way too many of those ships, and they lose you games. even with good pilots in it.
Making most of their modules (including F-module) require them to be within x metres of an active beacon, Captain or Bomb when activated would solve the problem; most would simply not fly the class, and the ones who did would be the sort of people who enjoy aggressive minefields.
Based on statistics, your viewpoint is flawed. Your playstyle intends to maximize the reward for a favorable outcome (winning the match). The players you are complaining about have a playstyle that maximizes the reward for an unfavorable outcome (losing the match). Kills/assists are the main source of synergy for any ship, other than for some interceptors in balanced beacon matches.
If you are going to whine because you can’t win more than 50% of your PvP matches (without carrying your team), you should find a new game to play.
Based on statistics, your viewpoint is flawed. Your playstyle intends to maximize the reward for a favorable outcome (winning the match). The players you are complaining about have a playstyle that maximizes the reward for an unfavorable outcome (losing the match). Kills/assists are the main source of synergy for any ship, other than for some interceptors in balanced beacon matches.
If you are going to whine because you can’t win more than 50% of your PvP matches (without carrying your team), you should find a new game to play.
As long as synergy is needed to progress you often will find players using the ship they need synergy for instead of the best ship for the objective. While this may not be the only reason teams seem to fail this is a contributing factor. The only solution is to do your best and just relax. Have your fun & play your best. Eventually, skills get better, understanding the game gets better, and you will start to stand out to others as a good player. Then it just keeps getting better… Think of it as an added challenge.
As far as what other players are doing in game… If they are derping it up most likely they are just as frustrated as you are but the difference is they either will not improve and eventually get tired of being owned then go play DOTA2… Or they will rage quit after a couple of bad games and go play DOTA2… Either way the problem solves itself.
The problem is that when half of your team is sitting in spawn sniping, while the enemy actually uses ships to capture adn hold beacons, you have exactly 0% chance to win.
I’m tired of losing no-chance games because my teammates don’t give a damn about capturing the friggin beacons, and we try to fight form them 3 vs 6 or something like that.
I’m flying LRF too, sometimes even in beacon games (but I move to the beacons with them, instead of sniping from a distance) but an overly high number of snipers in beacon game means certain defat.
Limiting the number of one ship class that can join a battle is a bad idea. Taking too much snipers to a beacon game too.
They should Change the mechanics of the Long range to something more team oriented. No Classe except the Longe range promotes solo Camping and no teamplay.
Yes, a sniper that takes out 20 Enemies (which is an exception) helps surpress the attack of the enemies, but i think every ship on the frontlines is more usefull.
I like the pilots that use their sniper as a gun ship, i fly that way too.
Enough suggestions on how to Change the class have been made.
Limiting the number of one ship class that can join a battle is a bad idea. Taking too much snipers to a beacon game too.
They should Change the mechanics of the Long range to something more team oriented. No Classe except the Longe range promotes solo Camping and no teamplay.
Yes, a sniper that takes out 20 Enemies (which is an exception) helps surpress the attack of the enemies, but i think every ship on the frontlines is more usefull.
I like the pilots that use their sniper as a gun ship, i fly that way too.
Enough suggestions on how to Change the class have been made.
Clearly there haven’t been enough made, as nothing has been fixed despite complaints taking place for over a year…
Just had a match yesterday. Domination, about 10 players on each side. The enemy got FIVE snipers.
Guess what?
They didn’t get to hold a single beacon for a single second. It was a free win for us, defending the beacons was so easy we could even leave them and go munching in the LRFs with our interceptors.
Free win, free kills.
Please, do tell me, how was that good for them?
P.s.: Right, don’t limit numbers, just decrease Disintegrator range to 6000. That is still pretty long, but the problem would solve itself! The snipers with their ridiculous range are killing the whole space dogfight concept already. Instead of dogfighting, the game mostly consists of hiding behind asteroids or flying around like a hummingbird that smoked pot, trying to dodge those friggin lasers.
Well, in T2, Disintegrator range is ridiculous. by the time you get close enough to even just lock on them, you ate a bunch of shots in the face. And you also have to get past all the other enemies.
In T2, matches mostly consist of hiding behind rocks because you simply can’t go out in the open without getting raped by Disingtegrators.
I want to actually dogfight, but it’s impossible when I have to zig-zag crazily or die from Disintegrators.