Rank 10-15 PvE Difficulty is all wrong.

by that you are ensuring you dont have teammates at all (because they will get swarmed soon). When i play as a LRF i frecuently focus on enemy ships if my mines arent taking them out and only use EM scatter if im close to death…wich is not very often, actually most of the times i dont fit EM scatter and instead i use both heals and RT (+tachyon charge for JLRF). Killing what kills your team is a great way to allow them fullfill the game objectives, also if you have a T5 LRF you use heals over and over…and as i say in domination: “no kills no cap”

 

 

EXACTLY how an LRF pilot should play in PvE!  Also, Rennie–Even though you were top dog in those matches, with the exception of one, the team’s relative score to yours seems to indicate that as an LRF pilot you: A. Played the support role to a T.  Which allowed for B: your team mates to live and be able to get some decent efficiency scores as well.  

 

 

~

While I understand the argument from some folks “You have to be prepared to carry, so bring LRF or Tackler”, I only see that as adding fuel to the fire.  It creates a paradox where team play is completely nullified.  This “solo” attitude only discourages others from being team players and sets a poor example.  So, it may be a short term fix, but it’s a broken one and should be addressed.  

My inclination is to say that it stems from the game not intuitively guiding the players towards team play.  I mean it’s all set up for team play according to the difficulty (As someone mentioned, with coordination almost any combination of ships can be used with a successful outcome, in any tier.) But, there are no incentives or mechanics to guide us in that direction.  

 

In fact we are given mixed messaged in an offhand way:  the right ship configuration, and duplicators relieve us of having to be considerate of our team mates.  At the same time the difficulty and rate of failure among many would suggest that team play is key to survival.  I think dups helped to create this.  The moment dups were introduced PvE went fubar: no one cared about putting together a balanced squad, and pilots shouting out in global chat to arrange PUGs became virtually non-existent.

Do what you gotta do, but don’t justify a broken balancing system where 90% of the time in PUGs you have to rely on carrying or duplicators to make it through or risk failing the majority of them.  This should not be the default solution–it makes PvE so lack luster, and boring, and frustrating.  

 

So please step up, chime in, and help get it balanced so that type of play style doesn’t have to be a factor.

  

EXACTLY how an LRF pilot should play in PvE!  Also, Rennie–Even though you were top dog in those matches, with the exception of one, the team’s relative score to yours seems to indicate that as an LRF pilot you: A. Played the support role to a T.  Which allowed for B: your team mates to live and be able to get some decent efficiency scores as well.  

 

 

~

While I understand the argument from some folks “You have to be prepared to carry, so bring LRF or Tackler”, I only see that as adding fuel to the fire.  It creates a paradox where team play is completely nullified.  This “solo” attitude only discourages others from being team players and sets a poor example.  So, it may be a short term fix, but it’s a broken one and should be addressed.  

My inclination is to say that it stems from the game not intuitively guiding the players towards team play.  I mean it’s all set up for team play according to the difficulty (As someone mentioned, with coordination almost any combination of ships can be used with a successful outcome, in any tier.) But, there are no incentives or mechanics to guide us in that direction.  

 

In fact we are given mixed messaged in an offhand way:  the right ship configuration, and duplicators relieve us of having to be considerate of our team mates.  At the same time the difficulty and rate of failure among many would suggest that team play is key to survival.  I think dups helped to create this.  The moment dups were introduced PvE went fubar: no one cared about putting together a balanced squad, and pilots shouting out in global chat to arrange PUGs became virtually non-existent.

Do what you gotta do, but don’t justify a broken balancing system where 90% of the time in PUGs you have to rely on carrying or duplicators to make it through or risk failing the majority of them.  This should not be the default solution–it makes PvE so lack luster, and boring, and frustrating.  

 

So please step up, chime in, and help get it balanced so that type of play style doesn’t have to be a factor.

  

This hits up on a point i had forgetten to raise:

The promise of a “continue” button.

 

I don’t use dupes, well, I don’t use them too often in PvE.

Infact when I first started I begged myself for more and more dupes, due to the ease of just showing up, killing about 5-10 bots, dying in a key point, and suddenly just respawning and being able to jump into the fight again from a new angle, giving me an advantage (im no longer in the mob, but rather just walking in fresh from the outside, able to better survey the situation rather than being in the middle of a sudden death scenario.) while also offering a subtle disadvantage (a break in concentration, I am also further away from the key objective and in a possibly more vulnerable area.).

 

What’s the problem beyond this?

 

An addiction to second chances, and essentially “nerfing” skill building.

 

Playing without dupes, I had to align myself so that I would be better prepared for threats, with my attention on the swivel. Eventually I stopped using dupes for these reasons and a few others (expense, rarity, resources, a desire to learn). At the same time however I see people making blatantly obvious mistakes, only to pop back in to annoy me by baiting a whole horde of enemies in my general direction, or to the main objectives. While this “second chance” seems nice, it tends to both help and hinder teams in PvE.

 

As for the situation that was stated recently*, I prefer to bait enemies away from target objectives before selectively destroying them in multiple passes, or I sacrifice a capture point as a bait location so as to set up a trap. This trap would essentially cut down on the hostile NPC’s in the immediate area temporarily allowing me a chance to capture the point before they regroup and overwhelm my defenses. My only risks here are the chances of death and total defeat especially when it boils down to just me and one other team mate, or even a suicidal pass-or-fail solo run after the first 5 minutes of the stage’s game play.

 

 

*Note: this applies to my use of Cov Ops interceptors in PvE.

Thanks for the detailed observation, and the affirmation Kazumi.  Mission success is so reliant upon player skill/strategy, and that is one resource that is being seriously undermined. 

 

As for the situation that was stated recently*, I prefer to bait enemies away from target objectives before selectively destroying them in multiple passes, or I sacrifice a capture point as a bait location so as to set up a trap. This trap would essentially cut down on the hostile NPC’s in the immediate area temporarily allowing me a chance to capture the point before they regroup and overwhelm my defenses.

 

You are talking about T3, right? Killing mobs makes sense in Ice Belt, Velorum, Ellydium and first and third stage of Blackwood. And of course last stage of Crimson Haze. Capture the Dreadnought - just don’t do it - mission is scripted to have same amount of mobs all the time, so if you kill a bunch of them, same amount but better quality will spawn. Kiting mobs actually works perfect (3 covopses or LRFs and 1 beefy guard will guarantee your capture dread first stage  under 1 minute)

 

And regarding LRFs and Crimson Haze - as Papi said - short HB + RT makes the job really quick. For the last stage I prefer to have 4 engies or 3 engies + guard to kill mobs, as turrets are targetting closest enemy. So make sure it’s not a small cyber… 

 

But yes - fastest way to do Crimson is to have 4 gunships with cruises and - first target  - 2 of them activating overdrive, next target - second pair, then the last target first pair again. You are aiming at 47 seconds here. 

 

Final thought: fly in squad with people you know what are they doing.

You are talking about T3, right? Killing mobs makes sense in Ice Belt, Velorum, Ellydium and first and third stage of Blackwood. And of course last stage of Crimson Haze. Capture the Dreadnought - just don’t do it - mission is scripted to have same amount of mobs all the time, so if you kill a bunch of them, same amount but better quality will spawn. Kiting mobs actually works perfect (3 covopses or LRFs and 1 beefy guard will guarantee your capture dread first stage  under 1 minute)

 

And regarding LRFs and Crimson Haze - as Papi said - short HB + RT makes the job really quick. For the last stage I prefer to have 4 engies or 3 engies + guard to kill mobs, as turrets are targetting closest enemy. So make sure it’s not a small cyber… 

 

But yes - fastest way to do Crimson is to have 4 gunships with cruises and - first target  - 2 of them activating overdrive, next target - second pair, then the last target first pair again. You are aiming at 47 seconds here. 

 

Final thought: fly in squad with people you know what are they doing.

Only in crimson haze do I avoidibg the slaughter. In Fort Muerto i use a squad of 4 on TS to coordinate our tactics. Captured dread I just go hit n run and kill hordes in the first stage using the cap trap. Blackwood same trap, then hit n run on second stage with holding off in one area last stage. Ellydium its attack point, run, attack, then kill all the turrets in sight, then hide and pop off the elite hunter from safety.

T4/T5 PvE is kicking my trash with Rank 10 ships and green parts. I basically have to rely on someone else to carry the team. If I had higher ranked ships with better parts, the difficulty would be manageable. However, how do you rank up your T4/T5 ships if the queues take forever and you get your butt kicked in PvE because you can’t level your ships up? I’ve basically had to rely on free synergy from T3 to level up my Rank 10 ships which takes forever.

T4/T5 PvE is kicking my trash with Rank 10 ships and green parts. I basically have to rely on someone else to carry the team. If I had higher ranked ships with better parts, the difficulty would be manageable. However, how do you rank up your T4/T5 ships if the queues take forever and you get your butt kicked in PvE because you can’t level your ships up? I’ve basically had to rely on free synergy from T3 to level up my Rank 10 ships which takes forever.

I can win T4-5 PVE with T4 ship all mk1 without someone carrying me…you can improve a lot. For queues…nothing to do except trying to queue in different hours of the day.