I feel like we should agree to disagree. we both have different views of the class and it’s uses.
The class is fine IMO, the fault lies at the pilots in them instead of at the class.
And just like having 6 LRF on your team is bad, so is having 6 of practicly any class.
Except that you know that is fundamentally inaccurate. Mass Long Range is a game-loser regardless of skill. Mass Gunship / Tackler virtually never happens, but would probably come down to skill being the deciding factor. Mass any type of Inty or Frigate rarely puts your team at a disadvantage unless the other team masses its counter.
0. There are no pink ships. (Added this for Voyd!)
1. Guards are still the only real counter to interceptors. Being unable to “be” hit is still more valuable than any amount of resistance or health.
2. Jericho LRF are back to being too easily countered, and frankly I have no idea how to fix it. (Nor have I seen a single idea that sounds good)
3. Loyalty is STILL too much of a grind, even with the pilot’s license. It will take some people a while to figure this out however, as they had plenty banked up after the conversion.
4. Some ships seem to be “missing” bonuses.
5. Pirate Faction Introduced, never expanded upon.
That being said its safe to say the Synergy Grind is FIXED as of 0.9.9 : Good job. Fleet Strength was a very good idea.
0. There are no pink ships. (Added this for Voyd!)
1. Guards are still the only real counter to interceptors. Being unable to “be” hit is still more valuable than any amount of resistance or health.
2. Jericho LRF are back to being too easily countered, and frankly I have no idea how to fix it. (Nor have I seen a single idea that sounds good)
3. Loyalty is STILL too much of a grind, even with the pilot’s license. It will take some people a while to figure this out however, as they had plenty banked up after the conversion.
4. Some ships seem to be “missing” bonuses.
5. Pirate Faction Introduced, never expanded upon.
That being said its safe to say the Synergy Grind is FIXED as of 0.9.9 : Good job. Fleet Strength was a very good idea.
I find this annoying, too.
EM Torpedoes, Guided Torpedoes, Blue Balls…
There were FOUR ideas to fix them and the devs took the easy way out. Seeing as the SOLE idea they had was overpowered, they just decided to remove it altogether. 5 points for slow efficiency, 0 points for effort.
I’d rather have the old system back. Let’s bring 200k vouchers whenever we want to upgrade something, that makes perfect sense!!
…and despite those and all the “nerfs” to interceptors there are still people who will run nothing *BUT* intys. Usually they’ll tell you about how horrendously underpowered Intys are, while running around pwning faces and saying they are just “that good”. One guy several patches ago was telling me how “horribly nerfed” interceptors were and why I was all wrong about it. I then encountered him that night in a match. His lineup? 3 T5 Intys and 1 T4 engineer. I’m shocked he had the one engineer…
…And blue balls arent a hard counter to intys. Plenty of people will be setup to be fast enough to stay out of tracking range, its not as ridiclously simply of staying out of tracking range of *all* the other weapons, but most inty pilots seem to have no trouble with it.
Then of course we are back to the balance problem: If you cant be hit, you cant be killed.
…and despite those and all the “nerfs” to interceptors there are still people who will run nothing *BUT* intys. Usually they’ll tell you about how horrendously underpowered Intys are, while running around pwning faces and saying they are just “that good”. […]
…and despite those and all the “nerfs” to interceptors there are still people who will run nothing *BUT* intys. Usually they’ll tell you about how horrendously underpowered Intys are, while running around pwning faces and saying they are just “that good”. One guy several patches ago was telling me how “horribly nerfed” interceptors were and why I was all wrong about it. I then encountered him that night in a match. His lineup? 3 T5 Intys and 1 T4 engineer. I’m shocked he had the one engineer…
Hey, I fly Ceptors all the time. Half my setup is made of Ceptors, tbh, if not 3/4… And I always end up flying them in any match if I don’t have any Synergy grinding to do.
People like him and me are just masochists, who like being the underdog in every match, only to come out victorious. Let’s be honest, it’s damned good flight training.
…And blue balls arent a hard counter to intys. Plenty of people will be setup to be fast enough to stay out of tracking range, its not as ridiclously simply of staying out of tracking range of *all* the other weapons, but most inty pilots seem to have no trouble with it.
Then of course we are back to the balance problem: If you cant be hit, you cant be killed.
Most will have fitted a short range weapon. Those are always bashed by bubble ships. I’ve seen it happen more than once, a single bubble gunship murdering 2-4 Ceptors shooting him because they were too dumb to go near him. If you stay at 1km+ range, you’ll be fine, but you might miss your shots whilst they have a better tracking of your movements, increasing their chance to hit you and of you dying.
C’mon Oryngton, its not an “underdog” if it can not be hit with weapons fire from being too maneuverable. Doesnt matter if 3 or 4 bubble hits will kill an inty if their victims cant land “1” hit.
You know that not being able to be hit beats resists and health. Can you honestly say your intys “worry” about having to face a Command, Gunship, LRF, or Engi? (Omitting other Intys and the aforementioned Guard) Out of all those, you might be “annoyed” by the engi drones. And if you get too close, the LRF might drop a minefield on you, but neither of those is exactly a hard counter. The poor command, and gunship are just food for your inty. As long as its 1v1 the tackler would likely just be food for your inty too. (And it almost seems that tacklers might have been the intended counter, but they forgot that the Inty you “tackle” will “tackle” you back)
You want underdog, play a gunship in T5. You’ll get a 3v3 match with 1 bot per side. Watch the fun! I bet the other team will have guards and intys and a spanking will ensue.
C’mon Oryngton, its not an “underdog” if it can not be hit with weapons fire from being too maneuverable. Doesnt matter if 3 or 4 bubble hits will kill an inty if their victims cant land “1” hit.
You know that not being able to be hit beats resists and health. Can you honestly say your intys “worry” about having to face a Command, Gunship, LRF, or Engi? (Omitting other Intys and the aforementioned Guard) Out of all those, you might be “annoyed” by the engi drones. And if you get too close, the LRF might drop a minefield on you, but neither of those is exactly a hard counter. The poor command, and gunship are just food for your inty. As long as its 1v1 the tackler would likely just be food for your inty too. (And it almost seems that tacklers might have been the intended counter, but they forgot that the Inty you “tackle” will “tackle” you back)
You want underdog, play a gunship in T5. You’ll get a 3v3 match with 1 bot per side. Watch the fun! I bet the other team will have guards and intys and a spanking will ensue.
They don’t. Being fast and manoeuvrable is the Ceptors’ salvation. The problem lies in the fact that while you can dodge most of Laser, Rail and Plasma fire, you CANNOT evade those bubbles, even if they graze you, you get hit by a TON of damage. I’m not complaining about the Bubbles hitting you. I’m complaining about how unbalanced the damage proportion is. If you get nailed head on, you SHOULD get full damage, but you should NOT get hit for 80% of the damage if the sphere grazes your ship. The whole AoE efect is so utterly broken, NOTHING escapes it, not even JP and his mad flying.
No. Flying a T5 Gunship is not being the underdog. You want underdog, play a Zealot.