So are Interceptors OP

No, You still don’t understand it.

 

If you make something on purpose imbalance, stronger than the others your game will be a fail, because that case that won’t have weak point so there won’t be strategy B. If it has weak point, than you just made the balance asymmetrical.

 

Just because you don’t know the game enough well, you don’t see all the strategies, that not means the game is imba.

 

Paper is totally imba against rock, if you don’t have more choice that game is imba, that is not perfect. If you make it perfect with scissors that already balanced.

The good asymmetric game is changing the way of the balance sometime. Then the players has to figure out what is the new balance. After the change you feel it become imba, because your working tactic is not working anymore. Than you can start cry on forum, about the game is imba or try to find the new balance. If there is no new balance, the game is imba what is bad.

Some changes allow you to use the same tactics but force you to become better, some of them force you to totally change your playstyle. But If there is another winning tactic choice the game still balance, just on another way than before.

In the chess you have several piece what is stronger than the other. compare the pawn and the queen.

But the chess balance not changing. No queen nerf, of pawn buff so the balance is the same for a long time, so the strategies are the same, and in chess you both player has the same pieces at the beginning so it is symmetric from that view.

 

Well, if you want to call it asymetrical ballance, fine. From what i understand from it, the whole purpose of this is to get the player to try new things and not settle to fixed strategies once the rules are well known. 

 

 

In this game case, Interceptors are the better choice (most of the time) because 1: More fun to fly (not ponderously slow), 2: They are hard to shoot at. 3: Bonuses that help win games and farm efficiency, 4: The inties capabilities far exceed the skills of the players so they can always get better at it (unlike say a slow LRF), 5: they have tons of cool modules to play with. 6: When xxxx hit the fan, Inties are really good at fleeing (Tacklers are good at it too, so long as their cloak works). 7: They lack a real counter (They have explosive resists, they have “bail out” modules, they are hard to hit). 

 

Can you list as many pros for the other classes?

 

Con? Low health (but high resist to everything meant to swat them like AOE, lasers, missiles). They have no AOE buffs.

 

All that make the game lean toward using Interceptors. 

 

And i want to say it again; I play Inties too, even do PVE missions with them. I enjoy them, but i want to enjoy the rest of the ships too (all my 50+ ships).

Just spend an entire match of Domination in an insane Capture Race.

 

That’s literally all we did the entire match. Both teams, nothing but interceptors. Back and forth, back and forth. Occasional shooting, but pretty much 90% of the time was spent micro-warping between beacons. I had 12 captures with my Sai.

 

Our team lost because two of our players took and Engineer and a Guard, in an attempt to hold at least one of the beacons. They were both plasma-arc’d within seconds.

 

So yeah, objective games. Great fun. You can totally compete in non-interceptor classes. [/sarcasm]

So inties are more fun to fly. Well, actually, they fly.

They are indeed hard to shoot at, especially if they are close.

I can however tell you, skillwise, inties are not the only ships which have a learning curve.

And Inties, while being good at fleeing, usually still dont always escape. Ever saw how organized teams escape with gunships? they escape far better than any intie.

Tacklers are actually not that good in escaping, except the cloak, or cruise, which is why they are not supposed to attack front line! It is a team class, if you use it as a solo vessel, it will always be worse!

They do not lack a counter: ceptors counter ceptors, tacklers counter ceptors, guard does not counter 1 ceptor, but team+guard counters lots of ceptors; Finally a good LRF player counters ceptors aswell. And then there is the choice of weapons. any lasers counter ceptors. positron counters ceptors, if you get skilled. torpedoes counter them aswell, as any large amount of sudden damage.

LRF e.g. is a ship with a huge learning curve; something which is best learned last. it needs a lot of knowledge about the game to play a LRF really well, which is why players who start with that class often become dead weight. There are even fewer useful LRF pilots, than tacklers.

The truth about ceptors is, their mobility makes them easier to control bad teams in pubs. If your team members are suiciding one by one, a ceptor can quickly come to assist, and hunt down single targets or go for the objectives, risk hunting down an almost escaping ship, etc. They cannot control enemy lines at all, like a tackler, sniper, guard, engineer, or fighters in general can do. The more experienced the groups get, the less usage there is for a ceptor, because one focus fire from your laser ships, especially supported by a tackler, makes them go away.

Good team play quickly can end ceptor heaven.

Just spend an entire match of Domination in an insane Capture Race.

 

That’s literally all we did the entire match. Both teams, nothing but interceptors. Back and forth, back and forth. Occasional shooting, but pretty much 90% of the time was spent micro-warping between beacons. I had 12 captures with my Sai.

 

Our team lost because two of our players took and Engineer and a Guard, in an attempt to hold at least one of the beacons. They were both plasma-arc’d within seconds.

 

So yeah, objective games. Great fun. You can totally compete in non-interceptor classes. [/sarcasm]

yeah. you had a game with only ceptors, except your team tried to put in some heavy ships. Let me assume, your team didnt try to hold one beacon, securing it completely even if the timer went for their side, and make them face the main army, instead both teams went for capturing. almost no fights, because nobody hit anything. sounds familiar.

where was the ceptor team? protecting your engi? because if ceptors meet ceptors, the team with the engi wins. why was there no tackler next to the guard? or fighter escort? a command for example. boosts resistances on all your ships, makes it harder to choose which one of the heavies to take out first. also has ecm missiles, so very helpful in a small frig team. ah yeah, you went all ceptors. Because all there was in your mind is taking beacons faster. Well, in this case, sending a guard and engi was probably the cause you lost. That’s 50% commitment. Lets hope two frigates will survive the storm.

They wont, and they dont deserve to. Your enemy chose a well known strategy, you responded by mixing two.

Not your fault, sometimes teams just dont find each other. Can happen. Especially in pubs. Does not prove anything.

Guys, please try to squad up a bit, for the part of “balance exploration”.

It’s not like I haven’t lost games brutally, I do it each day. Even in chess, you have to learn the standard moves, once you figured out how every figure works, or you will always just beat grandma*.

Are you a chess player, or just playing chess coz you are bored? I don’t understand this mindset, sorry.

I am not a very good player myself, most of my play is experience, not skill. I am an RTS player at heart. There are people I will never beat, and I know that. I have lower reflexes than most of u. And I am bat xxxx lazy. You can do this better, come on.

*) except your grandma rocks at chess, then good luck.

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:

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:

there are t5 games, where STDs (speedtacklers with drones) have completely replaced ceptors :confused:

however, since it actually is counterable, i think, that will backfire soon… it is still fun to see all this trolling.

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:

 

That is in no way true. Tacklers themselves do very little damage, and they require the team to do the damage for them. A tackler with only a gravibeamer is honestly a fairly useless ship, as the drones deployed are easy to destroy and easy to dodge fire from (especially the heavy guard drone). The most effective tacklers use all of the slowing modules and target painter. Running around at 700m/s pooping out drones everywhere and using a gravibeamer is a horrible waste of a tackler. You are much better off using all the slows and no cruise engine. Cruise engine tacklers are great, but only if they use the slowing modules, not drones.

 

If you truly want a deadly class, gunship is the way to go. Sure it isn’t very fast, but it can put out damage like no other ship (aside from lrf). Gunships have the capability to melt a target in seconds, which is something tacklers cannot do, nor are they designed to do. The role of a tackler is to tackle interceptors (or any target that is harrassing your team), making them easy targets for the team. A tackler is not a one-man army, like all the STD’s believe. Tacklers rely heavily on a good team to back them up.

So inties are more fun to fly. Well, actually, they fly.

They are indeed hard to shoot at, especially if they are close.

I can however tell you, skillwise, inties are not the only ships which have a learning curve.

And Inties, while being good at fleeing, usually still dont always escape. Ever saw how organized teams escape with gunships? they escape far better than any intie.

Tacklers are actually not that good in escaping, except the cloak, or cruise, which is why they are not supposed to attack front line! It is a team class, if you use it as a solo vessel, it will always be worse!

They do not lack a counter: ceptors counter ceptors, tacklers counter ceptors, guard does not counter 1 ceptor, but team+guard counters lots of ceptors; Finally a good LRF player counters ceptors aswell. And then there is the choice of weapons. any lasers counter ceptors. positron counters ceptors, if you get skilled. torpedoes counter them aswell, as any large amount of sudden damage.

LRF e.g. is a ship with a huge learning curve; something which is best learned last. it needs a lot of knowledge about the game to play a LRF really well, which is why players who start with that class often become dead weight. There are even fewer useful LRF pilots, than tacklers.

The truth about ceptors is, their mobility makes them easier to control bad teams in pubs. If your team members are suiciding one by one, a ceptor can quickly come to assist, and hunt down single targets or go for the objectives, risk hunting down an almost escaping ship, etc. They cannot control enemy lines at all, like a tackler, sniper, guard, engineer, or fighters in general can do. The more experienced the groups get, the less usage there is for a ceptor, because one focus fire from your laser ships, especially supported by a tackler, makes them go away.

Good team play quickly can end ceptor heaven.

 

I wasn’t implying that skills requires a fast, twichy ship. There are all kind of skills, not all of them involve hand-eye coordination. In fact i have way more admiration for the players that can take the hardest to play ships in this game and manage to do well in them; reading the flow of battle is probably one of the hardest skill to get (one i wish i was better at).

 

The problem here is that all solutions to the ceptor heaven involve more skills/coordination/teamwork while playing the inty swarm requires the least (outside flying the ship itself). 

 

The problem here is that all solutions to the ceptor heaven involve more skills/coordination/teamwork while playing the inty swarm requires the least (outside flying the ship itself). 

 

thats simply not true, except mass ecm.

there are t5 games, where STDs (speedtacklers with drones) have completely replaced ceptors :confused:

Just stop with the acronyms. Please. Stop. If you don’t know why, google what are STDs and you’ll find out. 

 

That is in no way true. Tacklers themselves do very little damage, and they require the team to do the damage for them. A tackler with only a gravibeamer is honestly a fairly useless ship, as the drones deployed are easy to destroy and easy to dodge fire from (especially the heavy guard drone). The most effective tacklers use all of the slowing modules and target painter. Running around at 700m/s pooping out drones everywhere and using a gravibeamer is a horrible waste of a tackler. You are much better off using all the slows and no cruise engine. Cruise engine tacklers are great, but only if they use the slowing modules, not drones.

 

If you truly want a deadly class, gunship is the way to go. Sure it isn’t very fast, but it can put out damage like no other ship (aside from lrf). Gunships have the capability to melt a target in seconds, which is something tacklers cannot do, nor are they designed to do. The role of a tackler is to tackle interceptors (or any target that is harrassing your team), making them easy targets for the team. A tackler is not a one-man army, like all the STD’s believe. Tacklers rely heavily on a good team to back them up.

Ask Evil if my tackler was useless. I captured all 3 beacons. 

 

#3 Randoms with 1 PUD Ace (had 3 ships and died ASAP) beat a squad of 2 and a SRS guy. ##Tacklers aren’t useless

 If you don’t know why, google what are STDs and you’ll find out. 

 

:fed014:

 

chill man, that was the joke, it was not a new acronym to remember.

Whatever you say, but don’t be ashamed to tell the truth about it because none of us new what that meant at one time in our lives. It’s perfectly acceptable. 

(but he’s not in kindergarten, he’s in austria) 

(but he’s not in kindergarten, he’s in austria)

I’m done here.

Austria’s educational system is different than yours. I mean you live in the fruit bowl. Of course San Francisco would have that sort of info in kindergarten. 

I live in Yemen.

Oh. I thought you meant SF because of certain implications. 

Austria’s educational system is different than yours. I mean you live in the fruit bowl. Of course San Francisco would have that sort of info in kindergarten. 

our education system is pretty good; and it’s europe. but education depends on the individual anyway.

our education system is pretty good; and it’s europe. but education depends on the individual anyway.

I don’t think you get it.  :fed014:  :01414:  :014j:

Austria’s educational system is different than yours. I mean you live in the fruit bowl. Of course San Francisco would have that sort of info in kindergarten. 

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