So are Interceptors OP

I guess you never played a tackler.

 

Then how do I know all the different ways interceptors can and will counter my modules?

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.

 

LOL. Such cheap talks saying WE haven’t played tacklers because we don’t OWN with them. It’s far more difficult for the tackler to deliver the “doomsday present” than it is for the Interceptor (especially ECM) to deliver his own.

 

I play tacklers myself, it’s my favorite class. But i long stopped bothering to “tackle” and use them as ambushers or stealthy ninjas. Fighting interceptors is like trying to kill highly venomous flys; i sure can kill them if i catch them off guard, but if i fail i’m likely to die to their retribution.

LOL. Such cheap talks saying WE haven’t played tacklers because we don’t OWN with them. It’s far more difficult for the tackler to deliver the “doomsday present” than it is for the Interceptor (especially ECM) to deliver his own.

You don’t need to OWN with them to see their strengths on the battlefield.

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.

 

I know it well, but i’m tired about anti-ceptor crusades and really astonished to see how experienced pilots try to extrapolate data from sh***y matches and give solution only made by raw numbers based on, well: a lie. 

 

So easy solutions are welcome, like remove EB from ceptors or just nerf it somehow.

Waat?

 

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Wait a second…

 

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Strange…

Apparently Recons are supposed to Infiltrate and Gather informations about ennemy positionning…

AND WHAT?

Covert Ops are supposed to do Sudden Hit&Run attacks?

 

Woops,

Imho Kite/Eagle-B in T3 require way more skill to fly (considering good opponents) simply for a lack of EB, while in T5 i dive on frigates on purpose to bait their torpedo, simply because EBs CD is affected by E13, and bigger the game is (unless it is a totally hwy frigball) it is easier and easier to feed yourself E13 procs by kills/assists allowing you to never leave the fight. Oh and the “interceptors have little hp” is a myth, despite all the dodge and agility, they can tank quite a few direct hits.
I fly tacklers, i would consider that to be my favorite role, i fly everything, with all different fits for each roles, well LRFs not so much. But in 90% of games i truly want to win (not counting “organized” play) i will go Covop, at certain point (somewhere at average-above average “skill” level) there is a huge spike in interceptors efficiency, there is a very strong sense of immortality and impunity, as long as i keep cold head and watch around. You don’t have that in fighters/frigates simply due to the whole class designs, for Frigs and Fighters it is much harder to become better and better, simply due to the limits of what ship can do, while in inty you simply lololo Shift+Q+W+D+Space and see 90% of everything miss. Tacklers and ECMs possess the threat, but they are not something to be scared off, as i mentioned before, if tackler is not a mid-long range Gravy+IB, it is fairly ignorable.

 

Atm T5 Interceptors (T3 is fairly ok, and T4 i have no experience off) should be TUNED down, not nerfed into the ground, each interceptor role has an area where it is over efficient, while it should not be by initial design, and there are multiple routes to achieve it for each role. 

You don’t need to OWN with them to see their strengths on the battlefield.

 

But that’s the metric the average player use to play a class rather than another. I don’t think many interceptor players found themselves killed often enough by full geared tacklers to consider being tacklers themselves. 

I think intys are actually fairly balanced now.  The only thing that should change, imo, is once a module is active, an ecm ion stun should not shut it off (on any ship except LRF reverse thruster).  That would help counter inty balls that swarm you at point blank with the use of guard’s pulsar and engine inhibitor.  ECM can stop any negative effects the guard dishes out, as well as it’s emergency shield/hull regen while active which is pretty unfair and doesn’t allow the guard to help in stopping inty balls.  Currently, frigballs have a counter, and that is ecm and high dps ships.  Intyballs, on the other hand have no real counter.  Sure, your tackler may be able to pick a few of them off, but when the enemy team has 3 ecm, 5 cov ops, a recon, and an engie/command… not much can handle that.  There just needs to be a way to stop inty balls without nerfing all the intys.  They are balanced though.

I know it well, but i’m tired about anti-ceptor crusades and really astonished to see how experienced pilots try to extrapolate data from sh***y matches and give solution only made by raw numbers based on, well: a lie. 

 

So easy solutions are welcome, like remove EB from ceptors or just nerf it somehow.

 

Can you be any more biased in your opinion? It’s not an anti-interceptor crusade as it is to bring them back in line with the other ship classes. Interceptors are good at next to everything when it comes to PVP matches, it’s no wonders we see so many of them. When bringing more interceptors to the fight won’t be a sure way to win, then we will be able to say they are balanced.

Can you be any more biased in your opinion? It’s not an anti-interceptor crusade as it is to bring them back in line with the other ship classes. Interceptors are good at next to everything when it comes to PVP matches, it’s no wonders we see so many of them. When bringing more interceptors to the fight won’t be a sure way to win, then we will be able to say they are balanced.

 

Almost everything is OP when you spam it. You can’t say if you bring more interceptors, it’s a sure win, because it’s not true, it depends on the situation. In small games, of course, you bring interceptors, because they faster and maneuverable. But in big games where positioning and holding the front line is more important, interceptors only can assist, fighters and frigates becomes more important. Against a massive amount of guards and engineers, you can screw your interceptors, you can’t even get close because of the pulsars and drones.

But that’s the metric the average player use to play a class rather than another. I don’t think many interceptor players found themselves killed often enough by full geared tacklers to consider being tacklers themselves.

that has a historic reason, tacklers were a long time almost useless ships; cloak was easy to counter before you could shake off drones. there are quite some old corps which have very few experienced tackler pilots in the top lists. but it doesn’t mean, there aren’t people who use that class quite deadly for ceptors; it’s just not as common knowledge as most other stuff which has been used widely now for years.

you need people to share and show that skill somehow, either thru fits, or on the battlefield, or people who like to tinker and experiment or exercise stuff not considered viable to explore such mechanics, so there is still much potential there for everyone.

gravis also were introduced later in the game; but they work very well parallel with an ion command or gunship in tandem.

anyway, you can play a silent ninja with a bear or parallax in t3, maybe a kat-ae, but most of the tacklers get their strength in being long range, especially one shot ships like the silent fox, which have a 50% (?) range bonus for their tackling modules; control the battlefield with sight and range, deny escape routes, keep ceptors from attacking your team.

the inhibitor has almost no cooldown, the only thing which is *really* hard to kill with it is double proton wall - but a ceptor with that is also less dangerous, and proton walls will not protect him completely. It is an absolute *must* for your tackler to be effective, since you can turn off any adaptive; yes they can remove that tackle, with using survival modules, but - they have to use survival modules at YOUR terms, not at theirs, and you have no downside, except pressing your button again some seconds later.

you can use tacklers by appearing suddenly and striking fast, but usually, it is better to use the cloak in defense and counter offense.

I said it and I will say it again - the only “problem” that people have with interceptors is in T5. And everything because of R13 implant.

Do not touch the ships. They are fine. T3 and T4 interceptors are totally fine compared to the other ships.
Once you get past r13 ships everything goes to hell.
Cooldowns are carefully planned, so there should not be OP stuff, but that implant messes up everything.

If you, whiners, get what you want and they nerf the ships we will have massive frigballs in T3 and 4, where interceptors will be just cannon fodder, no matter the skill.

Do NOT nerf the ship. Deal with the implant that messes up the whole balance!

Almost everything is OP when you spam it. You can’t say if you bring more interceptors, it’s a sure win, because it’s not true, it depends on the situation. In small games, of course, you bring interceptors, because they faster and maneuverable. But in big games where positioning and holding the front line is more important, interceptors only can assist, fighters and frigates becomes more important. Against a massive amount of guards and engineers, you can screw your interceptors, you can’t even get close because of the pulsars and drones.

 

The gametypes we have often favor the interceptors though; any game where you have to cap or carry bombs or kill a captain. 

 

So easy solutions are welcome, like remove EB from ceptors or just nerf it somehow.

 

why not simply exclude EB from I13? it’s the only active spell people can trigger automatically anyway.

EB is fine in T3 (and you can fit it there too on CO, hawk-m…)

After all, what seems to be the problem is the reducing timer of it

 

not that i would find, EB has such a big impact as people say; except that in T5, it triggers way more often, than I would need it in any T3 ceptor anyway…

Roger is OP.

That’s all.

Ceptors are ok.

Craftable ships are OP.

that has a historic reason, tacklers were a long time almost useless ships; cloak was easy to counter before you could shake off drones. there are quite some old corps which have very few experienced tackler pilots in the top lists. but it doesn’t mean, there aren’t people who use that class quite deadly for ceptors; it’s just not as common knowledge as most other stuff which has been used widely now for years.

you need people to share and show that skill somehow, either thru fits, or on the battlefield, or people who like to tinker and experiment or exercise stuff not considered viable to explore such mechanics, so there is still much potential there for everyone.

gravis also were introduced later in the game; but they work very well parallel with an ion command or gunship in tandem.

anyway, you can play a silent ninja with a bear or parallax in t3, maybe a kat-ae, but most of the tacklers get their strength in being long range, especially one shot ships like the silent fox, which have a 50% (?) range bonus for their tackling modules; control the battlefield with sight and range, deny escape routes, keep ceptors from attacking your team.

the inhibitor has almost no cooldown, the only thing which is *really* hard to kill with it is double proton wall - but a ceptor with that is also less dangerous, and proton walls will not protect him completely. It is an absolute *must* for your tackler to be effective, since you can turn off any adaptive; yes they can remove that tackle, with using survival modules, but - they have to use survival modules at YOUR terms, not at theirs, and you have no downside, except pressing your button again some seconds later.

you can use tacklers by appearing suddenly and striking fast, but usually, it is better to use the cloak in defense and counter offense.

 

I’m far from being a godlike players like some of you out there, but i don’t feel (like many others) that the tackling mechanics makes it worthwile to gear up a ship solely to tackle. If i fit such modules on my tackler i give up shields/armor recharge and other utility modules, things i would often need if i plan on surviving the match. The downside of tackling is while you can snare your foes with it it doesn’t make them any less able to kill you to break free, and while you struggle to kill off your unwilling guest you are not paying attention to the other enemies that may be around. I see it can be quite effective in team, but as a solo fighter not so much. 

 

I tried the gravy beam and i hate it; it’s hard to keep on target and it does less damage than the ions… Too much work to kill fast targets are pointless to use for the slower targets as you give up too much firepower.

I think tacklers are pretty strong, i have fun killing interceptors in t3 & t4 :D. Usually tackler pilots forget to take slowing modules and just go full drone instead, missing the point of the tackler role. Having said that ecm’s are annoying sometimes when flying a tackler but they are annoying in any ship so

I’m far from being a godlike players like some of you out there, but i don’t feel (like many others) that the tackling mechanics makes it worthwile to gear up a ship solely to tackle. If i fit such modules on my tackler i give up shields/armor recharge and other utility modules, things i would often need if i plan on surviving the match. The downside of tackling is while you can snare your foes with it it doesn’t make them any less able to kill you to break free, and while you struggle to kill off your unwilling guest you are not paying attention to the other enemies that may be around. I see it can be quite effective in team, but as a solo fighter not so much. 

 

I tried the gravy beam and i hate it; it’s hard to keep on target and it does less damage than the ions… Too much work to kill fast targets are pointless to use for the slower targets as you give up too much firepower.

 

I agree, tacklers are not so good in solo, but it’s basically a team-oriented ship, so I see no problem here. The gravy-beamer is fine, it doesn’t make so much damage, but combined with target painter and engine inhibitor they are pretty useful, especially against inties because they usually using adaptive shields.

But interceptors also not make any problems in solo, they also need support. So the problem always starts when some ships works together, not when interceptors coming…

 

I think tacklers are pretty strong, i have fun killing interceptors in t3 & t4 :D. Usually tackler pilots forget to take slowing modules and just go full drone instead, missing the point of the tackler role. Having said that ecm’s are annoying sometimes when flying a tackler but they are annoying in any ship so

Nerf YeahAlex. He is OP, not the interceptors. :stuck_out_tongue:

The perfect imballance

Percect imbalance is not a real term.

I’m sorry but this video is just silly, It sounds good for first, but if you think about it, it doesn’t makes any sense.

Maybe some marketing for LoL

Percect imbalance is not a real term.

I’m sorry but this video is just silly, It sounds good for first, but if you think about it, it doesn’t makes any sense.

Maybe some marketing for LoL

 

Maybe you should research the subject a bit; the guys who makes the Extra Credits are developpers, and have over 200 videos about all kind of game making aspects. It’s not silly to imballance the game on purpose so long as it promote change in gameplay. Like they said, if the game is too well ballanced, people come up with perfect strategies everyone must adopt to compete, making it not fun for a vast majority who have to learn the whole thing to start having any fun at all.

 

Part of the fun in games is to come up with new ideas or figuring new things out, it’s gone once a game stop evolving and players have already explored everything there is to find (with everything told in lenght in wikis and how-to videos)…