Gunships are mainly from Empire, and the Empire vs. other factions difference is the only reason why they’re tanky. If you compare an Imperial gunship with an Imperial command, or a Fed gunship with a Fed tackler, two things become apparent:
The gunship always has lower base resistance (because of the gunship penalty)
Some command and tackler modules have almost no cooldown, but gunship modules have a significant cooldown time, so you can catch a gunship unprepared because all its modules are on cooldown, but you can’t do the same with commands and tacklers unless you stun them.
So in a very indirect and longwinded sense, one can still argue that gunships are more vulnerable than other fighters.
I wrote a huge post but for some reason the page refreshed so I will make it simple now.
Gunship has Iwin buttom and more hulls.
Cooldowns almost don’t exist in T5, in lower tiers Gunships are not that broken.
There’s no way to stop a bubblebringer controled by a veteran player. Combat Reboot just ignores anything, and when CR is on cooldown, you have the speed buttom, or you just raw tank with your 10k hull points and +100 resistances and wait for everything to be out of cd to charge again.
The fact that you need yes or yes gunships in your Sec Con roster is a proof that they need some kind of change.
I know that Engineers are also a must, but because no one else can heal allies, while there are more ships oriented to deal damage, and they’re weaker than Gunships
We better don’t talk about Jericho fighters in high tiers…
I missed a lot of points but I can’t remember the whole wall of text.
My point is, IMO in T3 and maybe even in T4 gunships are ok , but T5 is just another world.
I only pointed Empire’s hull tanking. Fed’s speed tanking is another thing, but I don’t know if it should be nerfed. T5 Piranha feels like an Empire ship on steroids tho…
And my theory is followed by reality experience, I’m empiricist not rationalist, xxxx Descartes. (not sure if you were talking to me or to Jac)
I like Piranha B2`s balance, they require effort to be effective and can be countered, with acceptable level of effort. While Bringers and Apollos require much less effort to fly, output more dmg (bringer) and require way more effort to deal with, not even counter, “deal with”.
I wrote a huge post but for some reason the page refreshed so I will make it simple now.
Gunship has Iwin buttom and more hulls.
Cooldowns almost don’t exist in T5, in lower tiers Gunships are not that broken.
There’s no way to stop a bubblebringer controled by a veteran player. Combat Reboot just ignores anything, and when CR is on cooldown, you have the speed buttom, or you just raw tank with your 10k hull points and +100 resistances and wait for everything to be out of cd to charge again.
The fact that you need yes or yes gunships in your Sec Con roster is a proof that they need some kind of change.
I know that Engineers are also a must, but because no one else can heal allies, while there are more ships oriented to deal damage, and they’re weaker than Gunships
We better don’t talk about Jericho fighters in high tiers…
I missed a lot of points but I can’t remember the whole wall of text.
My point is, IMO in T3 and maybe even in T4 gunships are ok , but T5 is just another world.
Alas I’m unfamiliar with higher tiers. I’m still sitting around in T3. Come to think of it, IIRC a while back someone talked about bubblebringers being OPed.
Knowledge is transferred top down. And guys at the top have created a gunship meta while victims at the bottom is predictably playing catch up instead of coming up with counters.
I agree gunships are not the glass cannon class they were originally supposed to be.
There are casual friendly ways to counter gunships - even at tier 5. Public server pugs just haven’t caught on yet.
If you still want to nerf Gunships … dropping their turn and pitch speeds will drastically reduce their ‘all rounder’ performance. Maybe raise strafe to compensate.
I’m a “n0o3” player with a pretty big mouth. Surely everyone knows that by now. I have only 15 hours spent in the game.
When I first downloaded the game I launched the client. I saw how complex it was. The few tutorials were not enough. I went back to playing my old staple game. I came back after a couple months after that old staple game killed everything good about it. Don’t make that same mistake.
Instead of the tutorials the developers should have made, I went the extra mile to read up on online sources like the wiki, this forum, and player made videos. I asked questions from more experienced players. Most new players wouldn’t have made such an effort. I tried to get my IRL friend to play but he didn’t understand it. He just got turned off. Learning should take place ingame with comprehensive and well explained tutorials from the subjects of the armory to game modes.
Instead of the tutorials the developers should have made, I went the extra mile to read up on online sources like the wiki, this forum, and player made videos. Most new players wouldn’t have made such an effort. I tried to get my IRL friend to play but he didn’t understand it. He just got turned off.
Stop nerfing things that are fine. Focus more on preserving the skill factor. Make people understand the game so they stay in it like me.
I have typed so much I forgot what else I wanted to say…
Alas I’m unfamiliar with higher tiers. I’m still sitting around in T3. Come to think of it, IIRC a while back someone talked about bubblebringers being OPed.
They can reach up to 30 survivability and deal shots of 8 to 11k damage per crit depending on your resistances. They can take down a Jericho command for example, literally with 2 shots, 3 if they use the shield…
So what do you guys think about the advantages of Empire/Fed gunships in T5?
I, for one have gave up on empire with singularity - it is too slow. Ion emitter seems the obvious choice. But if you can do so much hull tank and CR abuse in T5 as residente says, would you still use singularity on Empire? I mean, even if it’s slow and easy target, can you still afford to charge in and get out just with the help of your modules?
Now the Badfish seems more suitable for singularity due to agility, but how do you fit it? Full speed or tank? Than you have medium tanky ship with medium speed, so do you just rely on CR to get out of sticky situations, what is the best way to fit and fly this thing? I tried all 3 fit variations (full speed, full tank, balanced) and I really cannot come to a conclusion what is the best choice here. It also depends how you fly it and use in conjunction with your squad, but the build variations seem to important to ignore, so I want to discuss these first.
So what do you guys think about the advantages of Empire/Fed gunships in T5?
I, for one have gave up on empire with singularity - it is too slow. Ion emitter seems the obvious choice. But if you can do so much hull tank and CR abuse in T5 as residente says, would you still use singularity on Empire? I mean, even if it’s slow and easy target, can you still afford to charge in and get out just with the help of your modules?
Now the Badfish seems more suitable for singularity due to agility, but how do you fit it? Full speed or tank? Than you have medium tanky ship with medium speed, so do you just rely on CR to get out of sticky situations, what is the best way to fit and fly this thing? I tried all 3 fit variations (full speed, full tank, balanced) and I really cannot come to a conclusion what is the best choice here. It also depends how you fly it and use in conjunction with your squad, but the build variations seem to important to ignore, so I want to discuss these first.
Using singularities with the Piranha is wasting its bonus to rails. I’m using it with full speed tank, like my panther. 500 M/S with afterburners and about 15000 survivability without adaptatives. Zoom in, do damage with the rails, zoom out. In case you need to retreat CR+engine overcharge. If you need to dogfight, then overdrive. The main problem with the fish is its size…
Also LB is not slow, mine is 268 and 305 with AB and boosters IIRC. Using engine overcharge and overdrive gives you an edge in speed when needed.
Using singularities with the Piranha is wasting its bonus to rails. I’m using it with full speed tank, like my panther. 500 M/S with afterburners and about 15000 survivability without adaptatives. Zoom in, do damage with the rails, zoom out. In case you need to retreat CR+engine overcharge. If you need to dogfight, then overdrive. The main problem with the fish is its size…
Also LB is not slow, mine is 268 and 305 with AB and boosters IIRC. Using engine overcharge and overdrive gives you an edge in speed when needed.
It has a bonus to rails indeed, and loosk like a waste to not using it, but looks like Fed gunships were made for Bubbles… I wish Piranha had other bonuses, and the Apollo (xxxx Lightbringer) had the rail bonuses >_<
So what do you guys think about the advantages of Empire/Fed gunships in T5?
I, for one have gave up on empire with singularity - it is too slow. Ion emitter seems the obvious choice. But if you can do so much hull tank and CR abuse in T5 as residente says, would you still use singularity on Empire? I mean, even if it’s slow and easy target, can you still afford to charge in and get out just with the help of your modules?
Now the Badfish seems more suitable for singularity due to agility, but how do you fit it? Full speed or tank? Than you have medium tanky ship with medium speed, so do you just rely on CR to get out of sticky situations, what is the best way to fit and fly this thing? I tried all 3 fit variations (full speed, full tank, balanced) and I really cannot come to a conclusion what is the best choice here. It also depends how you fly it and use in conjunction with your squad, but the build variations seem to important to ignore, so I want to discuss these first.
Singualrity in T5 is absurdly fast, it’s pretty easy to hit enemies. If you don’t use the projectile speed implant they are maybe slower, but they’re still pretty easy to use, and too dangerous. I have them MK2 on my Apollo and the dmg is really nice, Mk4 in Lightbringer must be terrifying.
They are. I have a 70% purple LB with purple bubbles. Things just melt. The 20% aditional heating time allows you to fire two more bubbles per overdrive. That is just epic.
They are. I have a 70% purple LB with purple bubbles. Things just melt. The 20% aditional heating time allows you to fire two more bubbles per overdrive. That is just epic.
I had my doubts about LB because I freaking love Apollo because of the rotation bonus (something I like) but seems that I’ll have to upgrade that ship… or wait for the T5 premiums xD
I had my doubts about LB because I freaking love Apollo because of the rotation bonus (something I like) but seems that I’ll have to upgrade that ship… or wait for the T5 premiums xD
The LB is in the premier league. Apollo is 2ºB in comparison. The rank 14 and 15 implants are a great difference, and the LB bonuses are better Imho.
This thread perfectly presents why balance is xxxx, from t3 and above.
You mean how veterans cant agree how to build a ship properly or that the game meta drastically changes in T4 and above that it makes no logical sense?
You mean how veterans cant agree how to build a ship properly or that the game meta drastically changes in T4 and above that it makes no logical sense?
They can’t agree on how to build gunships. Gunship builds are diverse, because it’s the epitome of play. Gunships are god.
They can’t agree on how to build gunships. Gunship builds are diverse, because it’s the epitome of play. Gunships are god.
Not really, all ships in T5 allow different builds. And I find a great perk of this game that the same ship can be fit in two different ways and still work.
And BTW, Gunships are not god, they are good at killing, because that is what they do, they are DPS class, like a Warrior in RPG games. Tacklers are the assasins with debuffs and cloak, and commands are the paladins (bubble anyone?) with buffs.
Is not that hard. The problem is that Gunships and covert ops, being pure DPS are the best carries in small games.