New player pain

Hello, I started palying last weekend.

things I like about this game is that its sci-fi and space ship combat (but thats about it)

but how can I as a new player compede against players with full blue items?

 

i mean i got last t2 ships with the with the best white items u can buy with credits but im getting raped by people that go full blue or blue-purple setups.

wtd? also t2 ships vs t3 regular/prems…

I thought you were bussy with the International mr Gaben. But well, like everyone did, you will have to deal with the full itemized players 'till you get blue items. I also had to do it, and everyone had to deal with it.

 

The matchmaking problem is bad indeed, I don’t like mixed tiers :frowning:

but how can I as a new player compede against players with full blue items?

If you just started the main edge a full blue player will have over you will be experience, not so much itemization.

But you are right of course, this game does not have a level playing field. That’s by design. Both synergy/rank and item progression (loyalty) matter, but synergy progresses much faster than loyalty.

So you’ll basically have to decide whether to stay in tier 2 for now and concentrate on gathering loyalty to maximize your ships’ performance (and potentially unlock tier 3 blue gear before flying tier 3 ships) or whether you want to keep progressing up the tiers on white items and whatever loot you may get lucky with. Of course you can also short-cut the item progression and buy premium items which are equal to Mk.III.

wow both comments + overl game desing looks super stupid

what did you just say? 

 

FYI: dont waste your credits buying the level two stuff, keep the level 1 crap until you get greens or unlock blues

 

blues are better but they dont mean “I win”. Most of the “I win” will be from knowing each ships strength and weakness.

 

You would be amazed at how often I kill people by dropping a mine and then getting the person to dog fight me over the mine in T2

If you started just last weekend, i’d say to keep playing for at least a month to get experienced enough to compare items, really. When you learn tricks and stuff even with mk1 you can pull off ridiculous winning moves. Right now i’m flying R7 fed recon (white hawk?) with mk1-2 mods and 2 greens cuz im too lazy to upgrade and am doing very very well. The differences between mods are somewhat roughly 10-15-20% boosts from lowest to highest, not doubles / triples. Tbh in game balancing this is the only REAL good thing the devs have apparently done. Been playing since @ april / may this year and still learning tricks.

The real power of a blue module player is experience. It means they’ve chosen to stay in the tier and grind faction loyalty, so probably know it well.

You can beat them, but not with raw equipment. You need to gain experience of your own. Knowing how to get the most out of your ship will get you further than any number of blue or purple modules.

Yea, forgot to say, just as jasan pointed out: i / most of us recommend you dont hop in the next tier exactly when it becomes available, it is overall better to get some blue / military mods first, so grind a little. I stood in T2 till i reached loyalty 6 with ALL subfactions. Helped my skills and setups a lot and already had a considerable amount of militaries for T3.

Yea, forgot to say, just as jasan pointed out: i / most of us recommend you dont hop in the next tier exactly when it becomes available, it is overall better to get some blue / military mods first, so grind a little. I stood in T2 till i reached loyalty 6 with ALL subfactions. Helped my skills and setups a lot and already had a considerable amount of militaries for T3.

 

Agree with this sentiment entirely. I did the same for Rank 6 and I am almost complete with getting Rank 9 Loyalty for all factions. It’s good when you do it this way because you’ll get a lot of Military Items for the next tier, so when you do make the jump, outfitting ships is a little cheaper. Sadly the only feasible way to do it though is with a license, otherwise the grind is insane.

 Well said, by all. Sound advise indeed, but remember no matter how much you up grade a ship, teamwork can bring it down. Good teamwork will KILL IT!! I fly in T4 and have been taken by T3 and T2 ships. No matter how good you are, your always a target. Try some squad-work  in p-v-e to improve working with others as a team. Each ship is better suited for certain roles. Try to determine which on is best for you, upgrade your ship for that, if you can. As it gains “synergy”, your ship will improve, but to gain, you must fly. The more you fly, the more you’ll learn, and the easier it’ll get. Also don’t forget your implants help too.

 

                           Happy Hunting.

…Good teamwork will KILL IT!!..

 

Applies sometimes. Love it when it takes 8-10 people to bring me down (3 being the bare minimum with ecm) :slight_smile:

 

Here’s a little addition as in another post of mine: always pay attention to the field, get a virtual view of it in your mind for teammate locations, enemy locations, what’s each side’s intent - awareness and paying attention are two of the most important things. There’s a time when you need to dodge and a time when you can attack.

Agree with this sentiment entirely. I did the same for Rank 6 and I am almost complete with getting Rank 9 Loyalty for all factions. It’s good when you do it this way because you’ll get a lot of Military Items for the next tier, so when you do make the jump, outfitting ships is a little cheaper. Sadly the only feasible way to do it though is with a license, otherwise the grind is insane.

Do you only activate certain implants of one faction over the other (the one that may give slight advantage) like you may want to give your missles a greater range (jericho) 75% vice the Fed implant which gives greater turn radius. Or do you just say heck with it… and keep all the faction implants for the faction you deciede to fly ?

Do you only activate certain implants of one faction over the other (the one that may give slight advantage) like you may want to give your missles a greater range (jericho) 75% vice the Fed implant which gives greater turn radius. Or do you just say heck with it… and keep all the faction implants for the faction you deciede to fly ?

Ideally you want to level all three factions and mix and match.  Some implants even synergize really well depending on your build.

 

For example if you are flying gunship or covert ops that rely on crit you will want the R2 Empire implant (10%+ crit) and the R6 Fed implant (50%+ crit dmg) which helps a lot.

IMO use all the T1 Jerico implants then decide which ones you like in T2 depending on which ships you like and how you like to play

I find the R2 Fed implant really useful. I can’t play without it anymore; it just feels wrong.

 

But for R1 and 3, Jericho all the way. No question.

One piece of advice: This game seems very much like an arcade game at first, but it’s far from that in reality. Teamwork matters a lot and unless you got the skills and the equipment, you will fail if you try to solo anything.

 

Examples:

  • Tackler and ECM don’t do much damage on their own, but they make it easy for other for hit their target.
  • An engy that teams up with a command increases the strength of all allieds around them. Their teamwork goes to 11 on T3 when command can equip speed boosts and engies can have energy buffs. Command helps the engy get to places and heal people, engy buffs commands energy for diffusion shield tanking.

There are more like this.

 

Unless of course this game isn’t for you, OP. When I started playing I didn’t have time grief about losing a fight. It was too much fun zooming about in SPAAAAAAACE.

One piece of advice: This game seems very much like an arcade game at first, but it’s far from that in reality. Teamwork matters a lot and unless you got the skills and the equipment, you will fail if you try to solo anything.

 

Examples:

  • Tackler and ECM don’t do much damage on their own, but they make it easy for other for hit their target.
  • An engy that teams up with a command increases the strength of all allieds around them. Their teamwork goes to 11 on T3 when command can equip speed boosts and engies can have energy buffs. Command helps the engy get to places and heal people, engy buffs commands energy for diffusion shield tanking.

There are more like this.

 

Unless of course this game isn’t for you, OP. When I started playing I didn’t have time grief about losing a fight. It was too much fun zooming about in SPAAAAAAACE.

There is much truth in this post. The weaknesses of an individual ship are covered by the strength of others. Stay with the team, and you will find that equipment discrepancies between mk1s and mk3s have little impact on the outcome of the match when compared to player experience and teamwork.

There is much truth in this post. The weaknesses of an individual ship are covered by the strength of others. Stay with the team, and you will find that equipment discrepancies between mk1s and mk3s have little impact on the outcome of the match when compared to player experience and teamwork.

I disagree, mk1 and mk3 make a huge difference.

Skill & teamwork are very important I agree, but the difference between mk1 and mk3 is very big in some cases. Like where module range is effected, where mk3 has half, or more than half, range than the mk1 can make quite a bit of difference since you then don’t need to get all in-yo-face with the ships but can actually be back a bit.

Meaning that Mk 3 modules help you get away with more bold, aggressive moves that are very risky, but can pay off big time.

I agree though that there is more of a difference on lower tiers. People are generally inexperienced at T2 and ships have less survivability, so you can get away with the most amazing things, blazing through enemy after enemy if you know what you’re doing. By the time I got to that point in T2, I was well along to rank 8 or 9 in all sub-factions, so I moved to T3. I was starting to feel sorry for the newer players that were reduced to cannon fodder in those matches. I wish more people thought that way and would move up a tier when they’re ready.

In T1 especially, and in T2, the value of the “pure blue” loadout is in 1v1 engagements. The counter to this is simply not to fight solo - gang up on them!

 

In T3+, solo fights don’t really happen because A) teaming is better and B) internal balance is screwy, making 1v1 hard to do. There, the module difference doesn’t really matter so much. That said, being ganked my Rank 15 Blues in a Rank 10 Mk I ship is hellishly painful…