A1: It’s fine to me, but yes, it does need something better.
A2: There’s already that for every role.
A3: Unnecessary.
A4: The problem here lies between the keyboard and the chair. More specifically, keyboard modifier keys. Alt+Shift act as keyboard switches, so to speak. You should check your keyboard options to remove that.
A5: It’s fine as is, because that map isn’t linked with your ship. So moving isn’t something you should be doing on it, anyway.
A6: Non-DLC Premium ships always have the same stats of the top Rank ship (R 6/9/12) of the same roll on that faction. Compare Neuron with Machete-S, Strong with Katana-S, Blade of Aressa with Swift Mk3, etc, etc…
A7: That’s what they call “Turret Rotation Speed”. You should read up on that.
B1: In that light, COs shouldn’t be able to do it when their cloak is active, either. Nor Tacklers in cloak. Nor LRFs in cloak. And so forth…
B2: It’s already been done. The last “rebalance” cut away half their utility. They’re as balanced as they get.
B3: 3 disables. Stasis Generator, Ion Emitter and Metastasis Field Generator. Energy Absorber is fine as is.
C1: White Noise should be on ECM, seeing as it is exactly that.
C2: 2-3 Guards? Please… One is more than enough.
C3: No. Nukes are a valid weapon and act as Area Denial wherever they’re shot. you want to prevent that? Fly a Guard or kill the CO before the nuke is dropped.
D1: Imperial Disintegrator is only OP in T1 where it can 1-shot everything. In T2, if you fit a single tank module, you survive safely. Then again, if you got caught by it, you weren’t doing much as a Ceptor.
E1: They really don’t. If they have any more range, it’s already game-breaking. They can effectively nuke Ceptors in their range, why would you give them more weapons to kill Ceptors with?
F1: EM Torpedoes need to be given an audio warning, that is all.
F2: I’ve been fighting tooth and nail against this timer reset. You know the answers we’ve been given? “It’s working as intended.”
F3: There is ALWAYS a Vocal Missile Warning unless it’s an unguided missile. There is an Audio Missile Warning (beep, beep, beep, beep) whenever a Raid Torpedo is heading your way. There is NO warning of any kind when it’s an unguided missile. I’ll agree that there needs to be a warning for the EM Torpedo, but that’s it.
G1: Torpedo damage is fine. If you don’t veer away from it, you deserved to die. This is why Frigates have more hp and exactly why you should NOT fly in a ball.
G2: This will be the SOLE thing I ever agree with you. Mostly because I’ve been talking about it since 8.0 and the fact that Ceptors get insta-healed to max if they’re close enough.
G4: No. Buff/Debuff assists are fine, Damage assists are fine, Kill points are fine, Beacon caps/Station kills are fine. If anything, the system you’re offering gives way to kill-farming and that is NOT what you should do in a match. Killing people should be your assist to victory, not how you win every damned thing. Personally, I don’t want this game to be any more dumbed down than it already is. But hey, don’t listen to the veterans, who cares what they say, right?..
H1: MM does not balance. Period. End of discussion.
H2: It was far worse in the past. FAR worse.
I1: They really don’t. They are ALL at the same relative range from the spawn points (give or take a few dozen meters due to warp-in spawn).
I2: No. If you can’t defend your captain, you’re doing it wrong.
I3: Is the bomb visible to you? Do you see a blue icon on the bomb? Or blue range finders on them? No? You see red!? That’s an enemy. Kill it.
J1: No. The killview already gives you that.
J2: … no. Occam’s Razor.
K1: Synergy grind is long, hard and screwed up. End of discussion.
K2: Experimentals REALLY don’t need to be available on the market, they REALLY don’t. At all. They do need a slightly higher drop chance.
K3: Contracts really do not need to reward failure. If anything, failing to complete them actually spurs you into trying harder to complete them. I don’t know how it works inside your mind, but that’s what happens in a regular person’s mind.
K4: Welcome to Tier 1, where your choices are 1 module. T1 ships have zero slots for anything, you barely have the room for anythign other than your single role module, let alone anything able to kill stuff.
K5: Meh… Any person with half a brain soon realizes that they don’t need to pay to get the extra Synergy. Those games just move so fast and Synergy is earned so fast, it’s not even possible for them to spend cash.
L1: NOT WITH THE CURRENT MATCHMAKING, YOU WON’T!!
L2: There’s a reason the game’s called “Pay to Grind Less”.
L3: Ship prices are fine, what bothers me and everyone else is paying for the modules in higher Tiers… That’s what turns this from a “Pay to Grind Less” into a “Grind or Have Greys For The Rest of Your Life”.
L4: There is currently three ways to “buy” Synergy: GS (includes both License and Synergy transfer), Ammo and Premium Ships (that includes DLC). It’s NOT a confusing system, it’s an unnecessary system. License is all you should ever need for this.
L5: Premium Ships are worthless. End of discussion. Even if they set the Free gain at 100%, people would still xxxxx about it.
L6: Premium weapons cost the exact same as Mk3 variants. And getting Experimental modules with the 30% loot chance is what’s broken because it’s not really 30%, it’s more around 3% or something, iirc.
L7: No because those ships aren’t that hard to kill.
L8: That just means that buying Premium modules is pretty much worthless because they are, as it says on the game’s tin: “Pay to Grind Less”.