If any module were to be taken off the ecm’s list, it’d be the stasis. the diffuser is essential to the ecm.
If it were taken away, the commands would be the new, more than they are now, ecm ship with their ‘ecm’ missile.
The ecm’s modules are fine, btw.
Well evryone’s got his own ideas but this post just tells me that i just hit the point with the ion diffuser… Do not forget i got a nearly full purple waki AE The ion diffuser is simply balance breaking in every fight… It has to go…
command missiles r pretty useless they just stun for couple of secs… during wich ship still moves…they r missiles with crap manouvring speed. Good luck if u think u can hit a covop or a recon with that stuff, but ion diffuser stuns and locks modules up to 10 secs… this is Iwin button and makes ecm immortal…
I gotta say that in the end i agree with: remove EB from game, and with a nerf to ecm and tacklers drones too.
What i tried to say was: can’t judge the actual ships performing in the game 'cause some tiers are broken and most of the time you just don’t have the right occasion to “judge a ship” —> people are flying like trolls (behavior buffed by some non-smart adjustments made by devs).
I gotta say that in the end i agree with: remove EB from game, and with a nerf to ecm and tacklers drones too.
What i tried to say was: can’t judge the actual ships performing in the game 'cause some tiers are broken and most of the time you just don’t have the right occasion to “judge a ship” —> people are flying like trolls (behavior buffed by some non-smart adjustments made by devs).
Removing EB from the game won’t accomplish anything good. Many frigates and fighters also use EB, and the whole EB idea is to avoid people just using frigballs and EM torpedo everything.
Removing EB from the game won’t accomplish anything good. Many frigates and fighters also use EB, and the whole EB idea is to avoid people just using frigballs and EM torpedo everything.
What about learning to play, by now some of you should realise that those “OP interceptors” are just good pilots and eventho you made it to t5 you still seem to be incapable to outplay them.
I find it disgusting that you Pro’s rage against the only class of ships that relys on skill the most and needs the longest time to train to use effectively.
What about learning to play, by now some of you should realise that those “OP interceptors” are just good pilots and eventho you made it to t5 you still seem to be incapable to outplay them.
I find it disgusting that you Pro’s rage against the only class of ships that relys on skill the most and needs the longest time to train to use effectively.
I am looking forward to feeling your rage.
You don’t need to be that great a player to play an interceptor and do well. You are faster than everything else, no other class has any real mean to kill you if you know what you are doing and you have plenty of means to wreak the day of other players if they are not playing inties themselves. More and more players go to the inties because it’s easier to play for them, not because it allow them to use “skills”.
Here a nice video about game design:
The perfect imballance
This game failed to create a perfect imballance because nothing really beat the interceptors; tacklers are supposed to be the answer but inties can easily avoid/kill them. Beating interceptors is what requires the most skills without flying an interceptor ourselves.
More and more players go to the inties because it’s easier to play for them, not because it allow them to use “skills”.
that is just bullshit. So it is harder to sit in a frigate where you can win a whole game by positioning than flying an interceptor who can be 2 shotted most of the time. And stating that the Tackler is insufficient just proves that you should consider dedicating some time to learn to fly a tackler. And maybe also learn to fly a ceptor so you can see their point of view. Wich helps way more in defeating a ceptor then making a thread about a game mechanic that has been a part of the game since the beginning. People learn to play if you get killed over and over again it is YOUR fault. Maybe take another ship or try another tactic or even if you are very sane, have a look at your team maybe they do something useful.
that is just bullshit. So it is harder to sit in a frigate where you can win a whole game by positioning than flying an interceptor who can be 2 shotted most of the time. And stating that the Tackler is insufficient just proves that you should consider dedicating some time to learn to fly a tackler. And maybe also learn to fly a ceptor so you can see their point of view. Wich helps way more in defeating a ceptor then making a thread about a game mechanic that has been a part of the game since the beginning. People learn to play if you get killed over and over again it is YOUR fault. Maybe take another ship or try another tactic or even if you are very sane, have a look at your team maybe they do something useful.
First thing, i’m not the OP. Second thing, i fly every ship class and every nations up to tier 3. Third, there is much more to skills than twich reflexes; positioning and knowing when it’s the best time to relocate is a skill far more difficult to master than when to hit modules or how to fly randomly to not be hit; the slower the ship is the harder it is as you have to anticipate rather than react. And last, if tacklers were good at their job, there would be topic about them being OP or guides about how to fight them in your interceptors; as it is, few tacklers are fit with the tackling modules, that’s a good sign of how useful most players feels those modules are…
few tacklers are fit with the tackling modules, that’s a good sign of how useful most players feels those modules are…
Please go ingame and read the descriptions of the “Engine Suppressor” and “Inhibitor Beam”. If you fly tackler and you dont use at least one of them, then i think it is safe to say that humans of that category should really invest some time in understanding their ship and role in battle, rather than saying that it must be useless because the majority of people don’t use it. Tell you what, the majority is not always good in what they do.
Please go ingame and read the descriptions of the “Engine Suppressor” and “Inhibitor Beam”. If you fly tackler and you dont use at least one of them, then i think it is safe to say that humans of that category should really invest some time in understanding their ship and role in battle, rather than saying that it must be useless because the majority of people don’t use it. Tell you what, the majority is not always good in what they do.
And guess what? A smart interceptor can easily break line-of-sight using debris on the battlefield. And if that fails, Recons can Microwarp away or Cloak, ECMs can Reset those modules or go into a Stun Ball, and Covert Ops can Radar Cloak.
So tell me again how useful those modules are when every single Interceptor class has a direct counter? The ECM energy drain is more effective at keeping targets from moving than most tackler modules, as it actually disables their afterburners, special abilities, AND active modules that they might use to counter.
Do tell how we are supposed to compensate for all of that with two modules that can be easily countered?
Please go ingame and read the descriptions of the “Engine Suppressor” and “Inhibitor Beam”. If you fly tackler and you dont use at least one of them, then i think it is safe to say that humans of that category should really invest some time in understanding their ship and role in battle, rather than saying that it must be useless because the majority of people don’t use it. Tell you what, the majority is not always good in what they do.
Notice i refrain from spewing venom and attacking other people for what they say, i would greatly appreciate if you would bother to do the same. What people do in this game has more to do with how much score it brings them than what their class or modules were intended for. If most players play their tacklers without the tackling modules, it’s because either the tackling gameplay isn’t fun/rewarding or it’s subpar to other means to rackup kills/efficiency.
And guess what? A smart interceptor can easily break line-of-sight using debris on the battlefield. And if that fails, Recons can Microwarp away or Cloak, ECMs can Reset those modules or go into a Stun Ball, and Covert Ops can Radar Cloak.
So tell me again how useful those modules are when every single Interceptor class has a direct counter? The ECM energy drain is more effective at keeping targets from moving than most tackler modules, as it actually disables their afterburners, special abilities, AND active modules that they might use to counter.
So, do tell how we are supposed to compensate for all of that with two modules that can be easily countered?
I guess you never played a tackler. A good tackler can handle an ECM easily or any other interceptors. You will be not enough close to counter against tackler modules, because it will outrange you and the rest of the team just harvest you, or the tackler just sends you a nice “Doomsday Present”. You will have not enough time to cloak.
And guess what? A smart interceptor can easily break line-of-sight using debris on the battlefield. And if that fails, Recons can Microwarp away or Cloak, ECMs can Reset those modules or go into a Stun Ball, and Covert Ops can Radar Cloak.
So tell me again how useful those modules are when every single Interceptor class has a direct counter? The ECM energy drain is more effective at keeping targets from moving than most tackler modules, as it actually disables their afterburners, special abilities, AND active modules that they might use to counter.
Do tell how we are supposed to compensate for all of that with two modules that can be easily countered?
To add to this, the slowing modules slow speed, but not the interceptor ability to turn. Those modules may slow them down but they can still turn like crasy so we still struggle to kill them.
And guess what? A smart interceptor can easily break line-of-sight using debris on the battlefield. And if that fails, Recons can Microwarp away or Cloak, ECMs can Reset those modules or go into a Stun Ball, and Covert Ops can Radar Cloak.
So tell me again how useful those modules are when every single Interceptor class has a direct counter? The ECM energy drain is more effective at keeping targets from moving than most tackler modules, as it actually disables their afterburners, special abilities, AND active modules that they might use to counter.
So, do tell how we are supposed to compensate for all of that with two modules that can be easily countered?
You shouldnt use those modules when the interceptor has cover to escape to. You keep them for the moment where he has nowhere to run. Wait and give him the feeling of security and when he comes, you stun take down resis and poof.
Well yes the recon is the counter to the tackler naturally the microwarp is hard to stop. Again you have to fight him on your terms, let him come to your rock, limit his escaperoutes. Cloak is little more then special flares.
Covert Ops cloak is (almost) useless in higher tiers because everybody that has eyes and a screen with 13" or higher will see him and shoot him down.
ECM is just the combination of stun and drain that would require a different thread and tachyon cocoon is actually the moment when he is easiest to kill. I agree ECM in the hands of a good player is hard to counter especially when there are 2 or more ECM’s.