[null82936](< base_url >/index.php?/user/254467-null82936/)
Bender… did you steal all them loyalty vouchers and CG’s?
[Nightmare8182](< base_url >/index.php?/user/245501-nightmare8182/) when I see you on it will be a pleasure, but I am sort of on and off at random times all day (is today Saturday? I just know its the “14th”) self employed has advantages, to me every day is Saturday!
[StatueofLibroty](< base_url >/index.php?/user/244612-statueoflibroty/)
If he doesn’t PVP then hes not dealing with intelligent humans who can exploit the game, he only knows how to deal with idiot AI.
Thank you for telling me just how irrelevant his view point is (and yet he still agrees with me on frig missiles FML).
Plasma arc… Why make a weapon system so nerfed that no one used it? just fix the “I can arc and shoot through your shield” issue (resolving MULTIPLE issues)
Fix the frig close combat issue and they will need that extra range to keep it fair. (or should we just have all the ships become my little pony’s that fly backwards so you can see their cute faces and shoot healing rainbows out their butt?) I mean… if your idea is to nerf everything to the point it doesn’t work or only in this one situation… not hurting people must be the logical conclusion.
GENERAL UPDATE
to Boil this down to the meat and potato’s (and cut out trolling)
Weapon issues
Frig - Lasers hit for more damage if you set a rapid click on your mouse… when you hold the button down you have to keep on the target till the full dmg registers or it does not…
- some frig missile systems vanish when they hit a target that are too close to the frig, even my detractor [Papitas](< base_url >/index.php?/user/248198-andrests2/) agrees with me on this before he starts trolling.
fighters - Ions and other laser type weapons, same as above
Ints - Shot gun has a half second delay between pressing the fire button, and it fireing.
FRIG PLAY BALANCE
Frig lasers could do more damage, but the problem might be fixed if they just register damage as mentioned above… rapid click does more dmg then holding the button (use a prog like auto click so pressing the mouse button and holding it tell the computer to press it 40 times a second… try it) (suggested fix, Keep DPS the same, but make it fire 240 times a second for reduced dmg so the dmg registers)
Frig up close defense issues.
If this face torping as it seem to be called is the only up close weapon system defense a frig has… two suggestions (as just using torps is boring)
-
Allow missile lock systems on frigs to fire in any direction via free aim (they are big and should have more fire options to make up for lack of speed and maneuverability but with free aim you have to have Skill to get that missle kill, or at least point it in the right direction)
-
Remove safeties (Missles arm when they leave the ship, and if they blow up on the ship, take it like a frig son)
-
These are heavy weapon platforms so give the frig missiles some splash damage and a proximity detonation of 50% of that)
Test by having good pilots fly into the face of frigs to murder them like we usually do, if we start taking losses, you did the job right. (see the tourny idea below)
_ End Result _
This fix should ideally make it so ints and fighters have to keep a little distance from these tanks, and time when they come in for a kill if they do at all (my personal fix will be what it was back in the “face torp” days… I keep about 1000m between me and my victim and stay behind him (keeps me close enough to go in for plasma arc, but far enough away to dodge missile systems, mine fields, and clear pulsar range)
As for the 1% rule, save it for after we fix this. wait 1 month… see what the most un-used weapon is… and 1% its stats have some mono crystal reward thingy to get people to use it, then wait 1 more month to collect data (if you have 5000 active players t3 and above, you should be able to do this once a week as you will have enough data)
Suggestions to add to the game that expand on the Havoc to make more "Ball Breakers"
Everything below should effect friend and foe alike!
Cov ops - emp generator to disable/enable lock on ability at random (the effect is to basically kill missile lock and be annoying, but not OP)
Recon - if the radar lock ability turns on and off at random and is not permanent effect this would not be op (get same effect as above)
ECM - just plain op, leave alone for now,
Command - has the havoc nuff said
Tackler - feild that lowers resists by say 30 - 80%? …the balance for that needs some working out start low and 1% it… (they are about lowering resists and speed and all)
Gunship - 80% boost to critical hit damage to people in the area of effect sound good?
Sniper - with reverse thrusters, and the fix to frigs above, I think these are done… the rest of the frigs need to catch up, so don’t nerf it, just leave it and work on other stuff : ) … Still… even [StatueofLibroty](< base_url >/index.php?/user/244612-statueoflibroty/)agrees these guys are killable. (if a nasa guy can do it, any one can)
Eng - A module that turns their own heals off, and instead blocks heals to enemy ships in their normal “heal radius” by the same amount as they normally heal their own hull sheild, energy (or whatever they have equipped)… makes engies more flexable as now they can “offend”, behold the anit engi… no need for heals!
Guard - hmmm a ball breaker… A feild that moves the sheild resists, of every ship in it, to the guards current sheild resist setting (making 2 sheild resists stats = 0 and the selected one +120), …should make the same sounds and colors as a guard as it rotates sheilds.
PLAY BALANCE TOURNY’s
Still trying to find a good counter to sniper disruptor fire… but other then increasing Int speed and roll a little bit, I got nothing… before you do that… try a new play mode…
Have players bring Ship types, make it so one team can only use one of these ship types, the other team can’t use that one ship type.
Take the sniper issue, when the matches end more or less 50-50 your done… or … people learn how to deal with snipers and wont cry about them any more.
You can do this for every ship class, a tourny where you test a fleet of “just this” vs these “ship types” to see how it plays out, and teach the other guys how to deal with it or figure out what you can 1% or add as a weapon/module to make it fair.
And yes I swiped stuff from other threads like the english chat in Star con, but this is all play balance related… so…
anyone else want to give some feed back other then just agree/disagree/troll?
P.S.
REWARDS
you have things like “you cant hide”
why not for ships that stay within 2k of each other for one minute (ya know flying and fighting together) you give
“Shadow”
“Follow Me”
“Got Your Back” <— think this ones used already but I don’t pay attention to the rewards
“We Slay Together”
with point rewards to encourage people to stay in a group, encourage the t1 - 3 newbs to fly as wings so t 4 and t 5 is not such a cluster fk.
GAME EXPANSION
To deal with Star Citizen… over the next year… think about…
Star conflict is your space sim, so people can fight in space over a planet…
War thunder is your Air combat, so if they get past the space force, they can fight in the skys (you have the engine, just sci fi it)
you got your tank game for on the ground (sci fi it)
so now people can fight from space… all the way down to the ground to own a planet… or a piece of it anyways…
like owning sectors but opens you up to adding in a FPS element as ground troops halo style later.
Corps can build structures in space or on these planets to hold the ground and get the benifits of holding them, dread battles for a sector are one thing but you can add to this making it so people can try and raid another corps base in space or on a planet or even floating in the sky of a world.
But all this P.S. stuff is not play balance… just an Idea to help you stand your ground against star citizen which… is going to be a xxxxx… but a work of love will always out play a work for money…