tactical warp: funny concept, but i have yet to use it usefully. i find i get warped a bit too far from the target for it to be useful for a plasma arc combo.
It works fine on maps like Monolith Remains. Most of the fighting happens above the city, and CO can sneak below it and teleport in to finish off any damaged enemies that are retreating to “safety”.
Only one Object in enemy team and i almost never have energy, its like the object modules which stops energy regeneration is always active. I cant fly without energy, cant use modules, this is just bullshit.
There are already tons of speed and maneuverability de-buffs which makes it really hard for interceptors. I am having no more fun flying interceptor classes , they are weak and supposed to avoid incoming damage, but that is almost impossible with all those slowing de-buffs.
Rank 7 bottom crew.
About the new patch:
The deconstructor cannon feels mildly too strong, especially with active orion…
The front blaster is incredibly fun to use but sadly close to useless with even medium ping due to “star conflict wobble”.
The quantum defense doesn’t seem to do anything for me…
And thi’es gunships alongside with hive thargas are still ruining the fun for me.
And thi’es gunships alongside with hive thargas are still ruining the fun for me.
I actually haven’t had much trouble dealing with Thi’Es sparks at all when I’ve done PvP. When you encounter one just wait out Overdrive in cover and then start to push them once you’re sure they have used up aiming overcharge and overdrive before they recharge.
And as for deconstructor, it seems to be (after I’ve gone through some more PvP) that we have a milder case of Thar’Gas release on our hands as I’ve only seen veteran players stomping the living daylights out of entire teams whilst less skilled Cov Ops pilots simply tear through ships but are easily killed. It gives a slight idea that the weapon is too powerful if the difference between a Veteran and a casual is the ability to wipe entire teams out.
deconstructor - funny, but its waaay too overpowered, and i hope you fix that faster, because its even ridiculously op compared to thi’es and thermal burner release. i mean how did you let this slip through testing, seriously, who balances like this, its already op on paper.
“front blaster” on the other hand is borderline useless, and why does r12 not get access to this
Fully agree and I also asked myself who approved the deconstructor change. Too many changes overall are hard to track…
Either make quantum defence shorter, or make special VFX for it. Its blasted 7 seconds while you cant really know if its active or not, very distracting.
Deconstructor OP, yes. Frontal blaster can do some damage to stationary targets.
Covies are more or less taikins now. Jump to the enemy (Assasin system) - orion, deconstructor, plasma arc, - jump away (tac retreat). I dont like the direction where it went.
Either make quantum defence shorter, or make special VFX for it. Its blasted 7 seconds while you cant really know if its active or not, very distracting.
Deconstructor OP, yes. Frontal blaster can do some damage to stationary targets.
Covies are more or less taikins now. Jump to the enemy (Assasin system) - orion, deconstructor, plasma arc, - jump away (tac retreat). I dont like the direction where it went.
you do know that play style originally belonged to covert ops ships, right? their class is built for hit-and-run attacks, xxxx’kin just stole their job
you do know that play style originally belonged to covert ops ships, right? their class is built for hit-and-run attacks, xxxx’kin just stole their job
Hit and run, not teleport and teleport, what my comparison is about. Even more than Taikins, because you dont need to control distance to targets.
Covies are more or less taikins now. Jump to the enemy (Assasin system) - orion, deconstructor, plasma arc, - jump away (tac retreat). I dont like the direction where it went.
that is only possible in r9, since tactical retreat is only available on 3 ships.
also the jump to enemy module has only 3k range.
2 hours ago, Rob40468 said:
Even more than Taikins, because you dont need to control distance to targets.
if you remove the deconstructor from the equation, most weapons either are close range with high damage or mid range with bad damage; while with the taikin we had issues with kiting weaponry that actually did not need the user to get close in the first place.
I actually haven’t had much trouble dealing with Thi’Es sparks at all when I’ve done PvP. When you encounter one just wait out Overdrive in cover and then start to push them once you’re sure they have used up aiming overcharge and overdrive before they recharge.
I am not complaining about Thi’Es Gunships being too strong.
This weapon alongside Thi’Lith (to a lesser extent) simply creates a very annoying pvp experience. Constant unavoidable chip damage simply isnt fun.
Metabuilds like these make me loose my interest in playing the game.
Not that bad - its homogenization in to more classes and
ranks and make the old premium ships more interesting to give incentive to buy them … could have been worse
On 6.2.2018 at 12:48 AM, Squaysh said:
…those gains in credits are ridiculously above capitalist limits! if you continue like this you will lose customers.
what you can do: do pve runs with a good team in lower ranks (t2/t3), do co-op in lower ranks, buy a license …
just slap a horizon on and own the sob. Or drain their energy. Once they have no energy, they can’t fire it.
energy burner is a special kind of cancer.
that said, as usual, I have zero problems killing interceptors (well sometimes lag is an issue but then I just use theis beam for autoaim hitscan at the cost of weak dps vs frigates) Some of them even get angry about it like this fellow:
I’ve adjusted the screenshot to be both family friendly and to prevent name and shame. enjoy. My grasp of russian is weak but if I’m right, that russian text is him implying I lick skeletons for the developers, and in turn they give me cheats. I’m not sure entirely what he was angry about, but it might be the damage over time module.
In any case, as you can see, my general disdain for this community is not entirely a result of my own ego. If I play every day I get at least one entertaining rant like this a week. Although, rarely, someone asks me for advice in regards to playstyle. That’s always wecoming because I like feeling helpful. Too bad my entire realm of knowledge revolves around gunship and engineer. Mostly slow gunship tactics.
Anyway, in regards to the theis beam, it’s cheesy autoaim garbage. Excellent at angering agile players, excellent at dispelling an interceptor swarm (usually with proton walls equipped so you can shrug off ecm) and I feel that, making it difficult to use at range effectively was a smart choice because it’s a zero effort weapon. Even cheesier than flux phaser, which, when configured right, is very strong at medium to long range and takes advantage of aim assist to a lethal degree. Flux phaser is still subject to latency difficulties, though.
I won’t go into details, but I will tell you this.
You need to be quicker with new module releases. Open Space rework should come sooner rather than later.
I hope that you plan to release new modules for 2 classes at the same time, otherwise it will take 2-3 months just to get all 9, and that’s not even counting destroyers.
Destroyers should get some love as well! Sirius is the only destroyer that has no special gun that’s can only be used on the Federation’s destroyer.
Something to think about. I hope that you will consider my words. Do you hear me or not?