How did the tourney go btw?
it was Fun and the Groupe B was really nice.
How did the tourney go btw?
it was Fun and the Groupe B was really nice.
Well disconnecting in a tournament would be too shameful, even for DNO
I’m laughing so hard right now. Anyways, we barely got the 8 person up (lazy Americans :P), no matter where we played some of us had awful ping (it was okay-ish for me anywhere, US ~150, EU ~30, RU ~60, but the Oceania guy got 150+ in the better places and 200+ in the worse), but all in all, it was a great event. Organization could be more organized (more information about when what would be nice), i could be less of a Ace, but it was very nice. Though how some teams fit into the 1500- bracket i have no idea, our team hovered around 1497, and we faced some much higher opponents. Whatever, was fun.
Edit: just rereading the beginning made me laugh again.
Rakza, define a guards gameplay, and I can promise you that these fittings do a guard’s job. It’s a jack o’ all trades.
Well in teh end i bought a Mauler (it was on sale)… At least that ship is useful… Still can’t undersatnd what i’m supposed to do with my TRex MkII…Looks like it’s just a pve ship atm…
Well in teh end i bought a Mauler (it was on sale)… At least that ship is useful… Still can’t undersatnd what i’m supposed to do with my TRex MkII…Looks like it’s just a pve ship atm…
fly around like a supa fast frigate
Well in teh end i bought a Mauler (it was on sale)… At least that ship is useful… Still can’t undersatnd what i’m supposed to do with my TRex MkII…Looks like it’s just a pve ship atm…
Tank ALL the things
Tank ALL the things
yeah, also i find it easier to kill people with my anaconda-m since its super fast and i can shoot EM torps at people and kill them really fast
Guards are, to me, a class that was clearly written without ever considering reality. The intent was always that Guards could tank fire from multiple ships and buy time for the rest of the team to do their thing. The Devs never thought about what happens if half the team chose to fly Guard, and the other half Engi.
To work, Guards need a total overhaul. They can’t be a damage tank without being broken, but they can’t be useful as a missile screen / inty deterrent when they’re slower than glaciers.
I would personally do a total overhaul to Guards as follows:
Fighter level movement speed.
Modules focusing on aura debuffs. I’d suggest crit chance reduction, sensor cloak, Firewall (protects Guard from directed debuffs like ECM modules), Recon countermeasures (ie: something that negates Spy Drones and Micro-locator beacons), anti-afterburner, anti-missile and Pulsar.
Clear role definition. The purpose of the Guard is to keep Interceptors at bay. Guards could be equipped to either directly engage enemy Interceptors, or to passively interfere with them. Their abilities and stats make them average at best in direct combat.
New Guards would be strong against module-dependent ships like ECM, Recon or Tackler, but weak against high DPS ships like Cov-Ops and Gunship.
Guards are, to me, a class that was clearly written without ever considering reality. The intent was always that Guards could tank fire from multiple ships and buy time for the rest of the team to do their thing. The Devs never thought about what happens if half the team chose to fly Guard, and the other half Engi.
To work, Guards need a total overhaul. They can’t be a damage tank without being broken, but they can’t be useful as a missile screen / inty deterrent when they’re slower than glaciers.
I would personally do a total overhaul to Guards as follows:
Fighter level movement speed.
Modules focusing on aura debuffs. I’d suggest crit chance reduction, sensor cloak, Firewall (protects Guard from directed debuffs like ECM modules), Recon countermeasures (ie: something that negates Spy Drones and Micro-locator beacons), anti-afterburner, anti-missile and Pulsar.
Clear role definition. The purpose of the Guard is to keep Interceptors at bay. Guards could be equipped to either directly engage enemy Interceptors, or to passively interfere with them. Their abilities and stats make them average at best in direct combat.
New Guards would be strong against module-dependent ships like ECM, Recon or Tackler, but weak against high DPS ships like Cov-Ops and Gunship.
yeah but when ur flying a t5 gunship like Lightbringer or pirahna all ships blow up easily like little fireworks
- Fighter level movement speed.
Fed Guard are Already able to do this. That’s why they are “supposed” to be less tanky.
- Modules focusing on aura debuffs. I’d suggest crit chance reduction, sensor cloak, Firewall (protects Guard from directed debuffs like ECM modules), Recon countermeasures (ie: something that negates Spy Drones and Micro-locator beacons), anti-afterburner, anti-missile and Pulsar.
Crit chance Reduction = Useless regarding the Amount of ships with a Crit Chance Bonus as well as the actual “Signature masking” against Gunships (Youhouuuuuu +15% dammages bonus so like this the Signature Masking only debuff us of 2.7% dammages), in fact against mostly all the ships since they can Outrange and Outspeed you.
Sensor Cloak : Already an LRF module completly awesome ! So awesome that the LRF that use it Die first xD, Secondly the Engine Trail is super mega visible now, with the Guard Hitbox, it will be completly useless
Firewall : The game need a Degressive Yeld on Controls not a module.
Recon Countermeasures : The Recon already have enough countermeasure (Kiss an asteroid to remove the spy drone / shoot the micro Locator)
The MPI have a little utility against others frigates but Fighters/Interceptors mostly use the Fed R8 implants. This module is only interresting when Equiped on a Fed Guard can you have enough mobility to keep ennemies in range of the module when they don’t simply decide to focus you.
Your suggestion is to make the Guard an Engineer 2.0. The question regarding the guard is not “How to change them but How make them more interresting with what we have now”
fly around like a supa fast frigate
Tried… fun but useless lol
Tank ALL the things
Tried… Fed guardds don’t tank enough… Works on Jeri guards. So still dunno what to do with my Trex mkII apart from pve…
And what if guards could get some kind of bonus while in 500 m range from any beacon…(Just free thinking)? I bet we would finally see some guards in sec con too…
Tried… Fed guardds don’t tank enough… Works on Jeri guards. So still dunno what to do with my Trex mkII apart from pve…
And what if guards could get some kind of bonus while in 500 m range from any beacon…(Just free thinking)? I bet we would finally see some guards in sec con too…
Tsssssssss. Try this and Stay Mobile ! (use the R8 Fed Implant to optimize the Multiphase)
If you are not confident enough to dive into the ennemies after that your Interceptors and Fighters engaged a fight, you can change the MPI for an AMS or a SM.
You can also change the Pulse Discharger for more Energy Regen / Capacitor Size.
When you will have enough experience with the T-Rex Mk2, you will be able to use the following fitting :
Tsssssssss. Try this and Stay Mobile ! (use the R8 Fed Implant to optimize the Multiphase)
If you are not confident enough to dive into the ennemies after that your Interceptors and Fighters engaged a fight, you can change the MPI for an AMS or a SM.
You can also change the Pulse Discharger for more Energy Regen / Capacitor Size.
When you will have enough experience with the T-Rex Mk2, you will be able to use the following fitting :
but…but…why liquid injector? If ur shields gone ir basically dead since everytime a guards shield its down: they know its all clear and like 5 people attack it. Unless u have a super organized team that takes out the enemies and buys time for the guard to run away which is only possible for fed guards since jericho ships r like a fat duck and it takes forever for it to run away, not to memtion that it takes about 10 seconds(no exaggeration) for my tormentor using afterburners to reach max speed thanx to 3 of those shield splitter things that increase shield volume. But i dont mind the speed since i have over 70k health and its so funny when little intercptors try to tickle me and i blast them away using EM torp and pulsar
Adaptive Shield also buffing Hull Resistance
So I’m reaching more than 100 Hull resistances points everywhere while escaping with my 350 m/s and my LMI
Tsssssssss. Try this and Stay Mobile ! (use the R8 Fed Implant to optimize the Multiphase)
If you are not confident enough to dive into the ennemies after that your Interceptors and Fighters engaged a fight, you can change the MPI for an AMS or a SM.
You can also change the Pulse Discharger for more Energy Regen / Capacitor Size.
When you will have enough experience with the T-Rex Mk2, you will be able to use the following fitting :
I used the first setup in my Grizzly Mk2, but with octopus instead of torpedoes, and beams instead of blasters. Much fun, although I still prefer the positioning tactics of the jerry guards.
But yes, that is how fed guards should be flown. I don’t understand why people fly fed engineers that way, but refuse to do the same with guards.
Tsssssssss. Try this and Stay Mobile ! (use the R8 Fed Implant to optimize the Multiphase)
If you are not confident enough to dive into the ennemies after that your Interceptors and Fighters engaged a fight, you can change the MPI for an AMS or a SM.
You can also change the Pulse Discharger for more Energy Regen / Capacitor Size.
When you will have enough experience with the T-Rex Mk2, you will be able to use the following fitting :
thanx rakza… I already tried something more extreme with 3x adapatative and 3 x energy regeneration…Maybe u r right…speed wasn’t enough to escape. I’ll try the second one. (I got same active and implant fed 8 too ;))
Another dangerous thing about speed tanking is starfing… I use starfe a lot and very often i switch off the adaptatives witohout even thinking about it lol
thanx rakza… I already tried something more extreme with 3x adapatative and 3 x energy regeneration…Maybe u r right…speed wasn’t enough to escape. I’ll try the second one. (I got sma e active and implant fed 8 7oo ;))
Another dangerous thing about speed tanking is starfing… I use starfe a lot and very often i switch off the adaptatives witohout even thinking about it lol
I only use Strafe when I’m doing Manoeuvers.
I only use Strafe when I’m doing Manoeuvers.
Yeah something that i got to get used too lol
Also would be grat if u could post stats of the 2 builds…
How’s the energy in 2nd…? I guess secret there r the purple regenerative active modules… coz they consume much less energy… Is it right rakza?
Yeah something that i got to get used too lol
Also would be grat if u could post stats of the 2 builds…
How’s the energy in 2nd…? I guess secret there r the purple regenerative active modules… coz they consume much less energy… Is it right rakza?
Purple Active Module consume the same amount of energy than MK1.
The fact is, since the Energy Regeneration also have a Progressive Yeld (the less energy you have, the bigger is the regen), You have to master the Energy factor with this 2 builds, especially on a guard cause everything is super Energy Expensive.
Adaptive Shield also buffing Hull Resistance
So I’m reaching more than 100 Hull resistances points everywhere while escaping with my 350 m/s and my LMI
Came here to say this. Adaptive Shield should be more like Adaptive Resistance, buffing both hull and shield resistances.
Also, I wish there was some kind of mechanism to instantly switch to the preferred adaptive shield type, instead of cycling through them.