So are Interceptors OP

Hmm, I strongly suggest you enhance your horizon past the Atlantic Ocean. Because then you would know that it is the other way around.

I don’t think *they* get it. 

thats simply not true, except mass ecm.

 

And why not? The less teamwork or the more spread out the team gets (like when ships gets downed), the more Ceptors rules. 

Quick let’s kill the on topic poster!!

I don’t think *they* get it.

We don’t need it anyway.

And why not? The less teamwork or the more spread out the team gets (like when ships gets downed), the more Ceptors rules.

well thats part of the gameplay. playing with big ships means staying together. but it’s simply not true, that inty swarms are just “easy to play” with no coordination whatsoever and then win. If you get annihilated, at any point, and the enemy team can secure an area with their main ships, they can focus each ceptor down one by one.

Of course there are game modes, where the ceptor rules completely, like detonation

But usually a balanced team is much stronger than a ceptor all-in, and not every ceptor game is an easy cake where you just fly and win

They are not that OP.

I have found that the deadliest ship in the game is a tackler with gravi beamers. You can outrun everyone going 700 while cloaked and they don’t know which beacon you’re going to. Just ask DeadlyConcepta/evil  :00444:

You know, I’m bringing my tackler to SQ games because so far is all about tackler with cruises and drone spam, so I’m the tackler killer. It is so easy to tackle them, strip them of resistences and see how they try to outmanouver you with their fat cruise engine fighters…

 

You need to know that a tackler in cruise engine has zero maneuverablity (actually, I think is 10% of the standard one) so if he cloak you can just keep firing and uncloak him. Tackler and kill. Rinse and repeat.

 

So much fun… you know, to play the tackler as it is supposed to be played instead of a cheesy run headless chicken.

You know, I’m bringing my tackler to SQ games because so far is all about tackler with cruises and drone spam, so I’m the tackler killer. It is so easy to tackle them, strip them of resistences and see how they try to outmanouver you with their fat cruise engine fighters…

You need to know that a tackler in cruise engine has zero maneuverablity (actually, I think is 10% of the standard one) so if he cloak you can just keep firing and uncloak him. Tackler and kill. Rinse and repeat.

So much fun… you know, to play the tackler as it is supposed to be played instead of a cheesy run headless chicken.

Those people who use the cruise engine don’t know how to use it. To make sharper turns, get off the afterburners. So cloak, stop accelerating, and change vectors. Using the roll keys helps in turning.

It would, but that’d require extreme physics coding this game isn’t prepared for. Plus, weapons are turret-mounted, unlike in, ie, the X-series, where the mounts are fixed.

 

 

You don’t really need full physics to eliminate impossible turns as such, you could have a auto compensation mechanism that reduces turn speed when you hit certain speeds, ie faster you go the slower you can turn, as the ship prevent overturn to prevent spin/slide

You don’t really need full physics to eliminate impossible turns as such, you could have a auto compensation mechanism that reduces turn speed when you hit certain speeds, ie faster you go the slower you can turn, as the ship prevent overturn to prevent spin/slide

Again, major game engine changes are required for that. The only physics application this game has is collision. Applying inertia to the current game engine would be a tremendous effort and a gigantic change.

 

I’m not disagreeing with it, I’d LOVE to see that in action, I know a dozen people who tried the game and left because this was a space shooter with no inertia applications, but the amount of work involved in this change is something the devs DON’T want to do, which is a shame.

You know, I’m bringing my tackler to SQ games because so far is all about tackler with cruises and drone spam, so I’m the tackler killer. It is so easy to tackle them, strip them of resistences and see how they try to outmanouver you with their fat cruise engine fighters…

 

You need to know that a tackler in cruise engine has zero maneuverablity (actually, I think is 10% of the standard one) so if he cloak you can just keep firing and uncloak him. Tackler and kill. Rinse and repeat.

 

So much fun… you know, to play the tackler as it is supposed to be played instead of a cheesy run headless chicken.

:slight_smile: Not my tackler. People try, but it’s harder than you think. But it’s far more embarrassing for you that you lose to a headless chicken.

Actually, i think they are indeed stronger than the other ships in T5. This is due to the fact that you cant hit them properly. In T5 most Interceptor Players are good flyers and are near impossible to hit for me. I have much less problems with frigates and fighters and prefer to fight these.In lower tiers i suppose Inties are actually weaker because players cant fly so good and they die fast due to low HP.

 

While it may be possible to counter Interceptors, I have tried and failed so far. Tacklers are quite useless, because their slowing modules are hard to control and only work against one Intie that is in medium range. If it is to near its useless if there is another Intie its useless.

 

The drone might actually work, but i got mixed results so far and it is stationary and of limited use in games where you have to move fast.

 

The general problem is that Inties have to be dealt with very fast and accurate which is just to difficult for medium players like me and the Tackler, which is supposed to counter them, is not properly countering them.

 

 

General Interceptors aren’t the ones I have a problem with.  Specific Premium interceptors, however, are a little imbalanced.  The extra slots they get over their equal tier counterparts make a huge difference in terms of defensive power in their respective tiers.

 

Just look at the Federation T3 with the Sly Fox and the Parallax.  There’s no comparison.

 

Now the Anaconda and the Valor.  (Not Intys though XD, but you get my point.)

 

I understand its a free to play game, but you can’t deny there is a bit of pay to win in that specific tier for the Federation.  Does it still take skill to fly them?  Definitely.  But I do believe there should be a little but more of a buffer between the Sly Fox and T4 to merit even having a premium ship. 

Just look at the Federation T3 with the Sly Fox and the Parallax.  There’s no comparison.

 

Now the Anaconda and the Valor.  (Not Intys though XD, but you get my point.)

 

 

Unfortunately the t3 tech tree is a bit weird compared to the other tiers. In t4 and t5 there are a lot of awesome free ships :slight_smile:

In t4 i wouldn’t even touch the premiums because the free ships are so good

One problem I have come across is facing super fast ships such as ECM, Recon, or Cov ops as a tackler.  It gets to the point where even with an engine suppressor and an inhibitor beam running, the transversial some of these ships are able to still produce exceeds the turn rate of my tacklers by a significant portion. 

 

This seems like a major balance flaw.  The answer to every situation as a ceptor shouldn’t be “fly around in a circle stupidly fast”.  While I’m not saying tacklers should out turn them, I am saying their propulsion inhibiting abilities could use a little love.

 

 

Another balance issue that needs to be brought up is the lack of overlapping firing arcs on frigate size ships.  They’re large ships, yet only have 4 (6) turrets that cover a very small portion of their ship.  Would you really only put turrets on 1 side of your large and slow ship in real life?

 

To farther couple this, I believe I’ve found a problem:  Weapons appear to overheat at the same speed if some of them (using free aim, for example) are firing, but not all of them.  As a result, free aiming is useless.  Meaning if I free aim and fire 2 guns with half the rate of fire, they overheat at the same rate.  While this makes sense for half the guns being overheated, what about the other half?  In the current implementation, you are actually penalized for free aiming.

 

So what I propose is the addition of turrets on the bottom sides of certain larger frigates (such as guard frigates) to actually make free aim viable.

 

Edit:

In addition, I propose the addition of a new tackler module that significantly reduces the turn rate of the ship.  Slowing a ships speed is only a small portion of decreasing the transvertial in this game, as it has no sense of physics whatsoever, meaning turn rate is arguably one of the most important stats in a straight up 1v1 “dogfight”.  (Though we all know its just whoever can aim while spinning the fastest.)  This way, tacklers would be able to actually fulfill their role.

 

Edit:

In addition, I propose the addition of a new tackler module that significantly reduces the turn rate of the ship.  Slowing a ships speed is only a small portion of decreasing the transvertial in this game, as it has no sense of physics whatsoever, meaning turn rate is arguably one of the most important stats in a straight up 1v1 “dogfight”.  (Though we all know its just whoever can aim while spinning the fastest.)  This way, tacklers would be able to actually fulfill their role.

 

I agree with you; it doesn’t matter how fast they go if they go in straight line (and constant speed), they are easy enough to hit. It’s quick change of trajectory that make a target difficult to hit, none of the tackler modules affect that. 

I agree with you; it doesn’t matter how fast they go if they go in straight line (and constant speed), they are easy enough to hit. It’s quick change of trajectory that make a target difficult to hit, none of the tackler modules affect that. 

 

 

Exactly.  I don’t really feel that the current ceptors are necessarily OP, just that other classes lack abilities to deal with them.

i won’t go into detail, but having more rotation on a tackler wont help you. in this case, take an ecm.

 

ceptors are a CLASS, tackler is a ROLE. all tacklers behave like fighters do.

 

rotation is mostly important for ceptor dogfights. tacklers do not want to dogfight a ceptor, they want to either slow them for the team, or get rid of it in a sudden attack.

 

while i do agree, rotation on higher tiers is a bit over the top, having no speed means, rotation won’t bring you far.

recent buffs in aoe weapons allow a good tackling run to clear out not just one, but several ceptors, if your team helps you.

you are not, i repeat, you are not the ship, which 1on1’s ceptors. both other fighter classes are in fact way better in close range combat, when it comes to ceptors. there are exceptions on a few ships.

 

orbiting techniques are also mostly important in fighting a slower and bigger enemy, since you cannot stop if you are adaptive. tacklers have a non-cooldown-ability to stop a ceptor from using its afterburners, effectively turning adaptives off.

 

If you are orbited by a ceptor as a tackler, you most probably are too late anyway. also point attack weapons are easier to handle on range (gravis), and dont forget the additional stress factor you can induce on ceptors.

 

finally, fly ceptors if you want to be a ceptor tackler.

this is not a card game, and the tackler is not the guaranteed answer to a ceptor of any kind. slowing down enemies can also be helpful in other cases (slowing a healer to not reach his patients, slowing slow ships is always fun, also frigates can fly adaptive fits (guards, eg…) so having a tackler there is nice)

 

while i like the ideas about more modules or possibilities, and agree to a module for rotation inhibition (i would blatantly replace the stasis with it, and give stasis an ulti-cooldown), i do not agree with the basic understanding behind the idea.

also the basic sentence “fights are decided by rotation” is simply wrong. it’s important, for a ceptor, it can be a deciding factor, but there is way more to it, than a high rotation rate.

btw. my favourite move against a standard orbiting CO, if i have no cloak left, or denied from it, is moving backwards and use the fact, that there are 2 strafe axes (up, down, left, right). this forces the ceptor into an elliptic movement. once i have the target in my gravis, i can usually break their orbit. if not, i have to accept defeat. you can’t win every fight. usually, this is also the ideal time to leave a sentry drone behind, if you did not already do it before the ceptor approached.

 

once a ceptor orbits me nibbling me to death, i have done something wrong anyway. also i am not giving examples of me vs. a beginner, i am thinking of examples of rather known ceptor pilots in this case.

 

finally, not every ceptor has an incredible turning rate, and the curved reflector nerf actually hit those most, who only orbitfight, because the only weapon which is ideal for that manouver on the long run, is the pulse.

tacklers do not want to dogfight a ceptor

 

anything is possible :stuck_out_tongue:

 

(2 vernier, rotation implant, ice beam)

anything is possible :stuck_out_tongue:

 

(2 vernier, rotation implant, ice beam)

 

the parallax is a bstrd gunship. :stuck_out_tongue:

i still prefer it with cruise. who needs rotation anyway.

 

(funny choice of swearwords that filter has; for once i needed it in its original meaning :D)