Shield is more easily “scratched off” than armor.
hmm, slightly true, but DOUBLE the recharge time on those modules…It just feels…Wrong I guess… 1.5x could be fine, but double rarely gives the ability to fall back and wait for it to recharge…
Shield is more easily “scratched off” than armor.
hmm, slightly true, but DOUBLE the recharge time on those modules…It just feels…Wrong I guess… 1.5x could be fine, but double rarely gives the ability to fall back and wait for it to recharge…
Seems like the biggest complaint about T2 interceptors is the plasma arc, which is a vital tool in taking out frigates for the inty. I have been able to use it against fighters and other intys, but only on pilots that well… aren’t aware of their surroundings and simply can’t dodge effectively. It’s pretty straightforward to use on frigates, unless: they have protection, have mines or have pulsar (I stay away from guards as an inty, unless they are low or being focused).
I’m just not so sure it’s OP based on that. Now on the other hand, what I have seen that is OP is the sniper rail. I haven’t had the chance to use it myself but I’ve seen some guys rack up easy kills with that weapon as it probably does a ton of damage, and is usually used in direct close-range dog fights which I’m sure it was not intended for. It also makes the rapid fire rail pretty much useless as I’m sure it was intended to be the high damage close range weapon, but why bother to use that when the sniper rail can do the same thing and also be used at long range. I think having damage fall off that scales inversely with distance (does more damage the further away the target is) would alleviate the use of it in close range dog-fights. Luckily it is a weapon that requires pretty good aim to use effectively, so it’s not necessarily used in that manner by everyone, only by those with decent aim.
Seems like the biggest complaint about T2 interceptors is the plasma arc, which is a vital tool in taking out frigates for the inty. I have been able to use it against fighters and other intys, but only on pilots that well… aren’t aware of their surroundings and simply can’t dodge effectively. It’s pretty straightforward to use on frigates, unless: they have protection, have mines or have pulsar (I stay away from guards as an inty, unless they are low or being focused).
I’m just not so sure it’s OP based on that. Now on the other hand, what I have seen that is OP is the sniper rail. I haven’t had the chance to use it myself but I’ve seen some guys rack up easy kills with that weapon as it probably does a ton of damage, and is usually used in direct close-range dog fights which I’m sure it was not intended for. I think having damage fall off that scales inversely with distance (does more damage the further away the target is). Luckily it is a weapon that requires pretty good aim to use effectively, so it’s not necessarily used in that manner by everyone, only by those with decent aim.
I can half-easily kill a Frigate on a Recon or ECM… CovOps just dive in and kill Guards in seconds, whereas I have to spend a Missile on them…
CovOps role is to hit and run or kill and run. Recon and ECM are more support roles, in the way of visibility and crowd control. So a CovOps should be more effective at taking out a frigate. Although taking out a Guard in seconds… I have a tough time accomplishing that against any good Guard player, unless they’ve already sustained some damage. Now taking out an Engi or LRF in seconds, most definitely.
it’s not hard to kill a guard in seconds in a covops…it’s quite easy, even if he started at full health.
Then I must be doing something wrong. I always have a much tougher time with guards, particularly the Jericho guards. Usually I can get them down but not enough for a kill before pulsar owns me, and guards are normally in a group of other players anyway so I tend to avoid them for those 2 reasons.
How trustworthy am I?.. Well, I’ve been playing since March, actively, might I add, on almost every ship class in the game (I just don’t fly CovOps, Engineers and Snipers because I don’t like them, but I do fly them rarely). And, huh, lol, most of ESB are pets that have been granted Rank 15 right off the bat, I give very few of them any credit for anything they say, Zerk being one of the few exceptions, tbh. He knows what he’s doing and talking about.
But the Strong and Engineers weren’t the only problems that are currently NOT fixed, yet. Not gonna continue this anymore, I’ll get started on that thread thing. Dunno where to put it, though.
I’m only going to address one issue in your post. Your insult on ESB.
They were granted nothing. They ground out their rank 15’s just like I ground out my rank 12’s. They just got an earlier start than I did for the most part. I’ve been playing since March as well, open beta started several months before that though. If you look at their skill when flying, there was nothing granted about that either. That’s experience.
They were granted nothing. They ground out their rank 15’s just like I ground out my rank 12’s. They just got an earlier start than I did for the most part. I’ve been playing since March as well, open beta started several months before that though. If you look at their skill when flying, there was nothing granted about that either. That’s experience.
Experience? No. They have gear. The fact they managed to grind their way to Rank 15 when no one else can is debatable by the fact the devs locked it out when leveling was THAT easy. But that’s just it. The ease to level up. Nothing else.
Well, consider this:
Offensive
Cov Ops
Gunship
LR
Defensive
Recon
Command
Guard
Support
ECM (what does this even mean?)
Tackler
Engineer
Feel free to argue with it. I just think that seems the best way to view each ship type, and therefore to treat each ship type as their respective role.
ECM (what does this even mean?)
Electronic Counter Measures.
Though they don’t do any of that, because THAT specific module is in the Covert Ops. Instead, you’re more of a blocker. Or disabler, seeing that’s all you do against enemy ships. You lock their modules, you lock out their entire ship, you take energy from them (don’t bother with the missiles if you’re planning of heading into their general area because you WILL die) and damage reductions to yourself.
This isn’t, at all, what I hoped ECM would be. At most you’re a “Disabler”, tbh…
I’m only going to address one issue in your post. Your insult on ESB.
They were granted nothing. They ground out their rank 15’s just like I ground out my rank 12’s. They just got an earlier start than I did for the most part. I’ve been playing since March as well, open beta started several months before that though. If you look at their skill when flying, there was nothing granted about that either. That’s experience.
Just like you got your rank 12’s when each battle gave you 4k+ reputation and loyalty you mean, who knows if income was better or things were cheaper for you early birds.
I FINALLY got another reputation level since 8.0 came out…At this rate I will quit before I get to lvl 11…
The devs have been pushing this game into a grind that, if i want to grind a shitton or pay till im dead, i’ll just go back to Warrock or Silkroad Online.
Edit: that would be 88 HOURS of gameplay for HALF A LEVEL of reputation!
My take on a role reshuffle
Change Tackler to an interceptor
Give the Target Painter to CovOps
Take the Energy Drain from ECM
Take Warp from Recon
Give Chameleon to Recon; Recon can use modules while cloaked
Change ECM to fighter
Take White Noise Jammer from CovOps
Electronic Counter Measures.
Though they don’t do any of that, because THAT specific module is in the Covert Ops. Instead, you’re more of a blocker. Or disabler, seeing that’s all you do against enemy ships. You lock their modules, you lock out their entire ship, you take energy from them (don’t bother with the missiles if you’re planning of heading into their general area because you WILL die) and damage reductions to yourself.
This isn’t, at all, what I hoped ECM would be. At most you’re a “Disabler”, tbh…
I agree, white noise should be an ECM ship module.
target painter should be a gunship mod, why would you have to reduce resists on squishy intis? i doesn’t make sense to me tbh.
target painter should be a gunship mod, why would you have to reduce resists on squishy intis? i doesn’t make sense to me tbh.
Negative resists hit interceptors VERY hard. It also gives tackler functionality outside its main “interceptor hunter” mission, just like WNJ gives covert ops functionality outside “frigate hunter” mission.
(Worth noting that I don’t use WNJ on covert ops).
target painter should be a gunship mod, why would you have to reduce resists on squishy intis? i doesn’t make sense to me tbh.
Yeah, cause gunships really need that much of a boost in killing everything they face <.<
I know we’re slightly veering off course a bit… but I just feel the need to xxxxx the living hell out of the ECM. It gets my award for the “Least fun piece of crap I have to put up with”.
The short answer to why is “There Is No Counter.”
No let me explain what I mean.
How do you counter a Gunship, or an Empire LR Frigate, or a Pulsar? You get out of sight, or out of range. How do you counter the Engineer and its dreaded super-healing? You debuff it with a Spy Drone, blow off its repair drones and render that healing null and void with a mass barrage of lasers, plasma, rail-shot, missiles, rockets, plasma arcs or whatever else you want to fire.
But how do you counter ECM? You don’t. If the ECM wants to shut you down, you’re shut down. If the ECM wants to steal your power, it will steal your power. If the ECM wants to be able to cap your beacon for six seconds with no way whatsoever to stop it, it can use Tachyon Shield.
Nothing counters the ECM, and it is frustrating as hell. I’d say the same thing about the Spy Drone, but realistically that doesn’t stop me from doing anything; it just makes things harder. I still have the option to fall back and heal up next to an Engineer, or keep trying to capture a Beacon or kill a Captain, but it won’t be so easy now that I’m tagged. In short, the “counter” to the Spy Drone is to perform a double-take and decide whether the lack of stealth and/or slower healing is going to screw you over. In that sense, its no different than, say, having to decide if flying past a Gunship is going to get you killed.
As a player, I don’t like having the proverbial controller snatched out of my hands. ECM is a class built around that concept - it is designed from the ground up to stop people playing the game for five-to-ten seconds. That annoys the hell out of me. ECM should not be a blanket “xxxx you” class, and its modules should have a counter.
or stick it in a fighter… slower, weak 1v1 againt interceptors… evens it up
Nothing counters the ECM, and it is frustrating as hell.
It’s called Proton Wall. It takes jamming down to about 2s at best.
Just like you got your rank 12’s when each battle gave you 4k+ reputation and loyalty you mean, who knows if income was better or things were cheaper for you early birds.
I FINALLY got another reputation level since 8.0 came out…At this rate I will quit before I get to lvl 11…
The devs have been pushing this game into a grind that, if i want to grind a shitton or pay till im dead, i’ll just go back to Warrock or Silkroad Online.
Edit: that would be 88 HOURS of gameplay for HALF A LEVEL of reputation!
That happens when you stay in tier 2. Fight in the tier your trying to level up, or the tier below.
Yes, fighting in tier 2 will give drastically diminishing returns when your trying to level up rank 10, 11 & 12.
I was only rank 12 in Jericho when 0.8.0 came out. I only got empire rank 12 a week ago.
I GOT THE ENTIRE RANK, yes… the ENTIRE rank of empire 12… in 4 hours in t3.
I was 0/0/12 and 0/0/0/0/8/8 when 0.8.0 came out. That was fully half of my playtime that I have had.
In that same amount of time, where its rumored to have become harder to level…
I have fully ranked out 2 other factions 4 subfactions and finished off my other 2.
OMG… how does he do it?
Tier 2 flown for rank 1-9 in factions and subfactions… all of them aside from what was higher already.
Once you hit rank 10 in a faction… tier 2 will net you VERY VERY low faction rewards, as if saying… “Man up and go fly with the better pilots and quit farming the new guys”
If you have all your subfactions lined up… you jump right into t3 with rank 9 ships and all mk3 gear. you should have had enough money from your other leveling in t2 to get everything you need if you have a license.
It also helps if you come in at the top 3 of your team, you get better credit and reputation rewards.
So… here is my esimated list.
Rank 1 - EXP for Rank 1-4
Rank 2 - EXP for Rank 1-5
Rank 3 - EXP for Rank 1-6
Rank 4 - EXP for Rank 1-7
Rank 5 - EXP for Rank 1-8
Rank 6 - EXP for Rank 1-9
Rank 7 - EXP for Rank 1-10
Rank 8 - EXP for Rank 1-11
Rank 9 - EXP for Rank 1-12
for when tier 5 comes out, tier 3 wont net you jack, everyone will need to move up to t4 to get any substantial faction exp rewards.
So yes, even flying a rank 8 ship… even though it is tier 3, will grant you diminished returns when trying to rank up 12.
Now, all the information here is just what I myself have personally experienced. Im not saying this is how it is… or calling anyone who disagrees with me wrong.
This is MY opinion, from what I have seen and experienced when I myself was leveling up all my faction ranks.
If you still want to fly t2 rank 6 ships to try to level up rank 10-12… by all means, go for it. Just don’t expect sympathy for your clause of it taking too long from me.