No "Legitimate" Counter To Tai'kin

1 minute ago, IFreakinLoveBass said:

I shouldn’t have to grind to one ship to counter effectively. 

 

What part of, Hologram Crystal(breaks tackle) Infinite cloak by the Camoshield

There isn’t a good way with tacklers. 

1

Inhibitor beam does not have a CD, if he uses his hologram to get a way - well you forced taikin to gtfo from your team by doing practically nothing, if he does not run away - he is vulnerable to all of your modules, since you can reapply your inhibitor right when he gets out of the invis.

 

And again:

4 hours ago, xKostyan said:

You don’t have to kill a ship to “counter it”, pushing it out of the objectives, forcing him to run, doing nothing, just as a counter and that applies to all ships. On top of that we dont really have “direct counters” to anything

 

 

1 minute ago, xKostyan said:

Inhibitor beam does not have a CD, if he uses his hologram to get a way - well you forced taikin to gtfo from your team by doing practically nothing, if he does not run away - he is vulnerable to all of your modules, since you can reapply your inhibitor right when he gets out of the invis.

 

And again:

 

Yes it does! It’s 3 seconds. You target them, and they cloak, it’s a 3 second cooldown. 

 

Every ship has a direct effective counter. Examples:  

Destroyers: Stingray/Covert Ops 

Guards: Gunships/ Fast ships to

get behind/ ECM module knock. 

You are increasingly erratating by saying ships don’t have their own counters. They always have ever since the game started. 

Ellydium ships have very little if none at all. 

12 minutes ago, IFreakinLoveBass said:

Yes it does! It’s 3 seconds. You target them, and they cloak, it’s a 3 second cooldown. 

 

Every ship has a direct effective counter. Examples:  

Destroyers: Stingray/Covert Ops 

Guards: Gunships/ Fast ships to

get behind/ ECM module knock. 

You are increasingly erratating by saying ships don’t have their own counters. They always have ever since the game started. 

Ellydium ships have very little if none at all. 

What is on 3 seconds Cool down? Inhibitor beam? it is 1 second, which hard to call a cooldwon.

 

No these are not counters, these are ships that are more effective than others vs specific targets in certain situations, still they do not take away opponents capability to still out play such encounters.

 

P.S. Special lol for a Gunships being counters to Guards if anything it is the opposite in a current game. 

6 minutes ago, xKostyan said:

What is on 3 seconds Cool down? Inhibitor beam? it is 1 second, which hard to call a cooldwon.

 

No these are not counters, these are ships that are more effective than others vs specific targets in certain situations, still they do not take away opponents capability to still out play such encounters.

 

P.S. Special lol for a Gunships being counters to Guards if anything it is the opposite in a current game. 

You clearly don’t know how to use a gunship. 

I used the beam on a tai’kin at he cloaked and it had 3 Second cooldown. Multiple tests.

There is the 2s invulnerability you have to engine inhibiting effects from 8b, more than enough to escape a sneak attack from a tackler, my advice is to never use up all your slowing modules right off the bat, wait for them to use their first multipurpse module, you can easly tell at times, I think you know which are which, then wait a little, and THEN use your slowing modules, don’t forget about keeping a clear line of sight with your target and deliver as much damage as you can in as short of an amount of time as possible, make sure to save some situational awareness in case someone decides to do the same with you.

32 minutes ago, IFreakinLoveBass said:

I shouldn’t have to grind to one ship to counter effectively. 

Oh yes my apologies kind sir, I will get working right away on a guide on how to insta-kill a R15 Tai’Kin with an Axe, you have made a wonderful contribution to the large and loving community of this game, I will be done with it in 3.57 googol nanoseconds, you have my salutes  ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”) ![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”)

11 minutes ago, IFreakinLoveBass said:

You clearly don’t know how to use a gunship. 

 

You clearly don’t know what Guards 2.0 are capable off

 

11 minutes ago, IFreakinLoveBass said:

I used the beam on a tai’kin at he cloaked and it had 3 Second cooldown. Multiple tests.

1

Here, watch this video again and tell me how long is a cool down on an Inhibitor Beam, that I extensively use:

 

46 minutes ago, xKostyan said:

Here, watch this video again and tell me how long is a cool down on an Inhibitor Beam, that I extensively use:

 

Do they lower the cooldown for upgrades? I didn’t bother to upgrade the module. Regardless even 1 second is a cooldown, good pilots will jump and

evade the beam. 

51 minutes ago, xKostyan said:

You clearly don’t know what Guards 2.0 are capable off

 

I’ve played Guards for 3 years, I can tell you a great gunship pilot whom I happen to know can easily take me out using tactics. 

You don’t get the point Kostyan. Ellydium ships have no real counter. Every other ship

in the game has its unique counters. 

The fact I have to change my entire play style to counter it when I get easily get every other class with my current lineup is phenomenal, it’s that broken. 

5 minutes ago, IFreakinLoveBass said:

You don’t get the point Kostyan. Ellydium ships have no real counter. Every other ship

in the game has its unique counters. 

The fact I have to change my entire play style to counter it when I get easily get every other class with my current lineup is phenomenal, it’s that broken. 

You’re blinded, you say all ships have little counters if not none, and state they are not broken or they FIT the game, you’re wrong.

31 minutes ago, IFreakinLoveBass said:

Do they lower the cooldown for upgrades? I didn’t bother to upgrade the module.

 

No it is 1 second, all tires, all modifications. Been this way for past 4? years

 

31 minutes ago, IFreakinLoveBass said:

I’ve played Guards for 3 years, I can tell you a great gunship pilot whom I happen to know can easily take me out using tactics. 

 

So you are basing it on a past 3 years experience? Did you try playing Guards 2.0, after the latest rework? Amount of dmg reduction they get from a pulsar, Signature masking and regen on shields, with optional MPI/Energy COnverter, makes gunships cry in a corner. IF a guard has half of it’s cooldowns up and incoming gunship does not have a friendly command or ECM to disable Guards modules, gunship ain’t gonna do jack.  

 

28 minutes ago, IFreakinLoveBass said:

You don’t get the point Kostyan. Ellydium ships have no real counter. Every other ship

in the game has its unique counters. 

The fact I have to change my entire play style to counter it when I get easily get every other class with my current lineup is phenomenal, it’s that broken. 

misc-jackie-chan-l.jpg

A friends reply to your corrupted thinking. 

(Quote) His whole post

Paragraph 1 Response

I add target lock time to cool down as well for debuffs that require a lock on to use. A fight with a Tai’kin usually lasts a while, unless of course they are heavily focused by the team. In most 1v1 encounters, however, those buggers are immensely difficult to kill because their recharge times are so short. This is really the major issue. If recharge times were increased to scale with the overall effectiveness of the ship, then perhaps things would be more fair. Those technologies should take a while to recharge because they are so useful. 

Paragraph 2 response:

This is a contradiction. How can a ship that is clearly superior allow the enemy to maintain normal engagement? I have builds that are strong counters to most of the standard classes of ships for each ship. I’ve honed those builds based on the *principle* that if I engaged a ship, I would be fighting a specific class that did specific things that the rest of the class of ships did. Sure, some ships pushed those boundaries, but things really took a turn for the worse when destroyers were released. Now, we have ships that are combination of many classes. This makes them practically impossible to predict and fight effectively. 

As for gunships not being counters, that is silly. If you play it right, you can smash through a guard’s shields, however 1v1 encounters are a lot harder, of course, because timing is really important. “

18 minutes ago, xKostyan said:

48 minutes ago, IFreakinLoveBass said:

 

No it is 1 second, all tires, all modifications. Been this way for past 4? years

No, it’s not. Put one on and test it right now. It’s one 3 seconds? The Taikin I used it on didn’t mine me for longer cooldown.

3 minutes ago, IFreakinLoveBass said:

No, it’s not. Put one on and test it right now. It’s one 3 seconds? The Taikin I used it on didn’t mine me for longer cooldown.

yeah, and here is a video proof it is a 1 second CD (do i have to link my video again?) 

12 minutes ago, IFreakinLoveBass said:

As for gunships not being counters, that is silly. If you play it right, you can smash through a guard’s shields, however 1v1 encounters are a lot harder, of course, because timing is really important. “

1

Sooo it is a lot harder to 1v1 a guard due to its modules and tanking capabilities and it is acceptable, but fact that it is hard to 1v1 a Taikin due it’s mobility is broken?

 

In 1v1, in any PvP game, without using auto aim tools, the ship with most agility will always win or at worse draws (by choosing to not die and kite the opponent), due to the capability to chose when to disengage. And come back at the more favorable time, that a PvP corner stone postulate. 

 

 

1 hour ago, xKostyan said:

yeah, and here is a video proof it is a 1 second CD (do i have to link my video again?) 

I just tried it. It was 3 seconds man. I don’t know what’s going on. 

1 minute ago, IFreakinLoveBass said:

I just tried it. It was 3 seconds man. I don’t know what’s going on. 

Do you test at rank 15? With the crew?  I did not. I tested at R9

Kosty explained it all here, i thought it was common knowledge by now but just for the record for those of you not informed right, either read the past few patch notes or re-read what kosty wrote.

1 hour ago, IFreakinLoveBass said:

Do you test at rank 15? With the crew?  I did not. I tested at R9

“Raw” from the store, no implants or bonuses applied.

If you get 3 seconds cool down, please make a screen shot and get logs - looks like a bug.

TzhRaaS.png

 

13 hours ago, IFreakinLoveBass said:

Ellydium ships have no real counter.

True. Taikin can be countered only by two or more ships. Good taikin can’t be countered.