PvP T2 favors good players too much

Atm i am trying to level in T2, and it seems a bit strange. I have the feeling that i am playing against more ore less one other good player, sometimes, two, and the others are just here for being easy kills. I am always on top or second in efficency, yet i nearly never win, most likely due to the fact that the other good players fly full equipped ships.

 

In beacon capture mode, i am sometimes the only player who gets even near a beacon for the entire game. When i was the captain just now, instead of hiding, i had to kill most of the enemies and even the enemy captain myself. This cant be right. 

 

While this annoys me a bit, i think it is even more annoying for new players, since they have in fact near zero influence on the outcome of the battle.

I just recently played T2 again, comming from T5, to lvl remaining synergy and you are right, if there isn’t at least one dude on the enemy team who matches the experience, it’s a slaughter house. The good players know whom to supress and won’t let them shoot freely on your teammates or the good players ignore each other and have their happy meals.

It’s because there is a difference of powerspike between the ships in T2.

In terms of Modules and in Terms of Gameplay (Positionning / Engage / ect), the differences are huge between a Frigate and an Interceptor (as exemple).

 

T2 is where nearly all the “Damage’s tools” are unlocked. It’s easier for players that know how to use this tools to punish players that are just discovering them or trying a new one.

T2 also seems to have a lot less in the way of defensive modules; it’s harder to build tanks, or keep yourself energy stable in T2 than, say, T3. This means that ships with powerful guns can inflict a lot of damage very quickly. This is probably why interceptors / Tacklers are so popular in T2 - they offer the best ways of escaping a gunfight. By T3, you start seeing tanking frigates a lot more and the metagame shifts as a result.

T2 is rather balanced and rewarding skill than setup. Ships are basically the same with a spike at R6 and some not-so-balanced (8km inhibitor beam Razor, 15% main weapon damage Deimos 2, very tanky Hydra 2), but not enough slots for defence, no shared cooler or crit mods prevent being too op.

Hydra 2 is  absurdly  tanky in t2, and can output a lot of damage very quickly. It’s nice that an Engie gets that capability, wheras in t3+ it gets a lot harder to actually get kills rather than damage assists. You can 1v1 someone in a Hydra 2. Not as easy to do in say, a Styx or Anaconda.

 

I may be biased, though. I adore the Hydra 2, easily my favorite ship and it was how I made my first impression on a lot of players in this game when I was new.

 

I’m not sure it favors good players too much, though. It certainly gives them an edge, same as anywhere else. The difference is there are a lot of newer players who haven’t yet learned how to cast their modules and lay out their modifiers, and the bots are easy pickings to anyone with more than 2 days of game experience.

T2 is rather balanced and rewarding skill than setup.

 

I have been saying this for a while now :slight_smile: I also believe T2 reward skill rather than ship setup. I also believe it require more skill to fly them correctly as most of the ship are not energy stable and you get punished alot harder for making a mistake or being bad positioned in a frigate.

Hydra 2 is  absurdly  tanky in t2, and can output a lot of damage very quickly. It’s nice that an Engie gets that capability, wheras in t3+ it gets a lot harder to actually get kills rather than damage assists. You can 1v1 someone in a Hydra 2. Not as easy to do in say, a Styx or Anaconda.

 

I may be biased, though. I adore the Hydra 2, easily my favorite ship and it was how I made my first impression on a lot of players in this game when I was new.

 

I’m not sure it favors good players too much, though. It certainly gives them an edge, same as anywhere else. The difference is there are a lot of newer players who haven’t yet learned how to cast their modules and lay out their modifiers, and the bots are easy pickings to anyone with more than 2 days of game experience.

No, it’s not. The Hydra-2 is very, very easy to kill compared to the Styx. All you need to ruin a Hydra-2 is 2+ ships focusing him down. I’ve solo’d a pair of enemy engineers in a Styx with health to spare.

Again, the reason the Hydra-2 seems tanky is the T2 metagame. Recons especially get spammed in T2, but they don’t have a high DPS. Tacklers aren’t particularly strong either. In short, people are flying ships with low DPS, and so the Hydra-2 appears tanky. But it’s not.

T2 and T3 PvP are really more of the pedobear tiers imho.

 

Typically, there are a number of pedobears online at any given moment just waiting to do vulgar things to fledgling pilots.

 

I try to resist my urges most of the time, but sometimes my urges far out-pace my self-control, and there I am… in my purple-fitted Razor. Often when this happens, I am faced with matches where I get 10-23 kills, but every other match it seems I meet a similar person with “urges” who I then spend the rest of the match destroying and getting destroyed by… all the while just snagging any small poor thing along my flight path to my objective: the other pedobear. :006j:

 

I particularly appreciate the fact that the “Bear” Tackler is at T3 also hehehe.

 

(Yes, I am a bad person…)

After flying a bit T3 i must say, it is also a bit weird. To me it seems that in T4 and T5, you get “normal” games, that is both sides are halfway of same power, sometimes on is cleary better but other still can hold itself.

 

Now i just flew a T3 match, which beacon hunt and i am flying to beacon as usual, and I see a big red wall when i arrive. No blue. Ok, i think its useless and fly to next beacon in advance. I take but soon i am swarmed again by enemies and my allies do i dont know what.

 

No really i am starting to think it makes huge difference which ship u fly. A good pilot needs a ship that can stand independently, than he can “solo” a team sometimes. For example recon in beacon or detonation games. But in support ships i can do not much if team is bad and make much less influence.   

No, it’s not. The Hydra-2 is very, very easy to kill compared to the Styx. All you need to ruin a Hydra-2 is 2+ ships focusing him down. I’ve solo’d a pair of enemy engineers in a Styx with health to spare.

Again, the reason the Hydra-2 seems tanky is the T2 metagame. Recons especially get spammed in T2, but they don’t have a high DPS. Tacklers aren’t particularly strong either. In short, people are flying ships with low DPS, and so the Hydra-2 appears tanky. But it’s not.

Hence why I said tanky in t2. I have yet to get a reliably tanky Styx build, but I’m sure one is out there.

I see a decent number of ships besides Recon in t2, never really thought they were used more by comparison. If anything I see an overabundance of LRF, because the newer players haven’t yet realized that having 3+ LRF in domination is an autolose.

 

I’ve taken on 3+ ships in my Hydra 2 before, you just need some cover. Same logic as every other fight, I would assume.

I’ve taken on 3+ ships in my Hydra 2 before, you just need some cover. Same logic as every other fight, I would assume.

 

Real tanky ships can just trade shots with no cover; if you rely on cover, you are not tanking. Most ships in this game rely on cover or agility to stay out of harm way, few can be set up to soak damage for an extended time.

Real tanky ships can just trade shots with no cover; if you rely on cover, you are not tanking. Most ships in this game rely on cover or agility to stay out of harm way, few can be set up to soak damage for an extended time.

Fair point. My definition of tanky wasn’t fitting for the discussion at hand.

 

Carry on.

I have been saying this for a while now :slight_smile: I also believe T2 reward skill rather than ship setup. I also believe it require more skill to fly them correctly as most of the ship are not energy stable and you get punished alot harder for making a mistake or being bad positioned in a frigate.

This is true. I love tier 2 because I really need to play well and be really aware of everything, because any mistake and I don’t have the uber tankiness, maneuverability or modules you have in high tiers.

 

That is the reason my preferred ship in tier 2 is the razor with gauss. Long range, cloak and a really good shield tank for that tier.

 

The DPS is bad, but since you have range, and most people don’t have speed to close the distances fast, you can do a really good job.

 I also believe T2 reward skill rather than ship setup. 

 

 

Modules Available in T2 :

  • Recon → 4/4
  • Covert Ops → 4/5 - No “White Noise” Jammer
  • ECM → 3/4 - No Stasis Generator
  • Tackler → 3/5 - No Heavy Guard Drone / No Inhibitor Beam
  • Command → 3/4 - No Gravi-Scanner
  • Gunship → 3/4 - No Particule Purge
  • Engineer → 3/7 - No Energy Emitter / No Autonomous Recharging Station / No Autonomous Repair Station / No Static Barrier
  • Guard → 3/7 - No Signature Masking / No Emergency Shield Boost / No Liquid Metal Injector / No Spectre Field
  • Long Range → 3/5 - No IR Pulsar / No Reverse Thruster

 

Skill… Sure, Skill when some ships do not have all their gameplay developed while other have it (or have their main tools).

 To me it seems that in T4 and T5, you get “normal” games, that is both sides are halfway of same power , sometimes on is cleary better but other still can hold itself.

 

I don’t know what game you playing but may I join?

T5 >> Team with less idiots(tierrushers or w/e) wins, there is no balance

 

 

Modules Available in T2 :

  • Recon → 4/4
  • Covert Ops → 4/5 - No “White Noise” Jammer
  • ECM → 3/4 - No Stasis Generator
  • Tackler → 3/5 - No Heavy Guard Drone / No Inhibitor Beam
  • Command → 3/4 - No Gravi-Scanner
  • Gunship → 3/4 - No Particule Purge
  • Engineer → 3/7 - No Energy Emitter / No Autonomous Recharging Station / No Autonomous Repair Station / No Static Barrier
  • Guard → 3/7 - No Signature Masking / No Emergency Shield Boost / No Liquid Metal Injector / No Spectre Field
  • Long Range → 3/5 - No IR Pulsar / No Reverse Thruster

 

Skill… Sure, Skill when some ships do not have all their gameplay developed while other have it (or have their main tools).

Poor rakza and his guards

Poor rakza and his guards

If it’s the only argumentation you can have.

 

The main problem in T2 is that you can’t speak about skill when the difference between Learning and Progression Curves are so high in T2.

If it’s the only argumentation you can have.

 

The main problem in T2 is that you can’t speak about skill when the difference between Learning and Progression Curves are so high in T2.

well I played few games with mk1 stuff on R4 ships and it was rly fun to get mk4 R6 pilots on other side  :006j:

Players like Sash[ESB]  :012j:

 

and as far it was fun for me I doubt it was for newbies

Modules Available in T2 :

  • Recon → 4/4
  • Covert Ops → 4/5 - No “White Noise” Jammer
  • ECM → 3/4 - No Stasis Generator
  • Tackler → 3/5 - No Heavy Guard Drone / No Inhibitor Beam
  • Command → 3/4 - No Gravi-Scanner
  • Gunship → 3/4 - No Particule Purge
  • Engineer → 3/7 - No Energy Emitter / No Autonomous Recharging Station / No Autonomous Repair Station / No Static Barrier
  • Guard → 3/7 - No Signature Masking / No Emergency Shield Boost / No Liquid Metal Injector / No Spectre Field
  • Long Range → 3/5 - No IR Pulsar / No Reverse Thruster

 

Skill… Sure, Skill when some ships do not have all their gameplay developed while other have it (or have their main tools).

You don’t have adaptives, and you don’t have enough passive slots to do anything, and most of the ships are not energy stable, so you can’t even run.

 

So it is more about positioning that about being YOLOing all around in a nimble interceptor.

 

And BTW, guards in tier 2 are fun. I had a lot of fun with a Neuron zealot and the Crus Q

Crus Q is OP in T2.

 

Only Guard R6 with 3 Shield Slots and 1 Capacitor in T2.