Star Conflict OBT v 0.8.2 Update # 1 Discussion

Negative scaling on resists is a VERY bad idea because people will stack hull/shield amount instead of resists instead.

 

The ground work for this is done to death by guys who’re developing WoW. They had to make the choice on making resilience (WoW’s damage reduction in PvP stat) affecting incoming healing or not. There was a very long discussion on the topic several years ago and they explained in great detail why they chose not to.

 

Short version: Negative scaling on the positive stat makes the stat undesirable for players and makes alternative stats much better.

ok not negative scaling for stats then. Just the base ship.

 

So 

interceptor

fighter

frigate

 

 

each one would have it’s own set healing rate.

Not regarding shields or hull but the type of ship it is. 

ok not negative scaling for stats then. Just the base ship.

 

So 

interceptor

fighter

frigate

 

 

each one would have it’s own set healing rate.

Not regarding shields or hull but the type of ship it is. 

Perhaps if I put this in perspective, you’ll understand my sceptisism: “One ship type currently significantly harms game’s banace for 8 other ship types.”

 

Dev’s take: “We’ll adjust the cause”.

Your suggestion: “Adjust the 8 others.”

Why not just keep adjusting the actual cause as they are doing now until they get it right?

Perhaps if I put this in perspective, you’ll understand my sceptisism: “One ship type currently significantly harms game’s banace for 8 other ship types.”

 

Dev’s take: “We’ll adjust the cause”.

Your suggestion: “Adjust the 8 others.”

Why not just keep adjusting the actual cause as they are doing now until they get it right?

 

And we have suggested a million ways to do this. Have any of them in the slightest been read and acknowledged? In total truth, no.

they should stop nerfing frigates of ALL tiers, they should only nerf the t3 frigates which are the problem and leave the t2 frigs alone

And we have suggested a million ways to do this. Have any of them in the slightest been read and acknowledged? In total truth, no.

Many of the ways, such as one that you’ve pushing the most lately is the brutal and sweeping frigate buff. I’m talking about “percentage based healing”.

 

Is it really so surprising that in light of overpowered frigates, your suggestions to buff them much, much more go unanswered?

they should stop nerfing frigates of ALL tiers, they should only nerf the t3 frigates which are the problem and leave the t2 frigs alone

T4 has similar problems. T1 and T2 are training tiers, not designed to be finely balanced. They’re there to enable people to learn basic and advanced game mechanics so they can move to learning group play mechanics and expert gameplay mechanics in T3.

 

Devs should really facilitate more mobility from T2 to T3. Too many people are in T2 farming newbies when they really shouldn’t be in spite of already pretty punishing reputation gain penalties associated. Perhaps they should adjust matchmaking to make entry level T3 and upper level T3 more separate or something among these lines and extend the punishing ratios to credit income as well to push people into higher tiers. Same goes for T3 to T4 more or less, but devs appear to be unwilling to make T4 balanced either, probably due to workload hey already have with currently played tiers.

Many of the ways, such as one that you’ve pushing the most lately is the brutal and sweeping frigate buff. I’m talking about “percentage based healing”.

 

Is it really so surprising that in light of overpowered frigates, your suggestions to buff them much, much more go unanswered?

 

So am I. You are confusing my aims with someone else’s. My aim is to try and bring frigate healing to a nice balance by making healing percentage based. Not just frigate healing: all healing should be percentage based, to be brutally honest. It will reduce clock cycles, but if I have had near-seamless gameplay every match, I’m pretty sure these servers can do a couple more calculations to do wonders.

 

My other aim is to just nerf the earlier Tier interceptors, as they’re kind of getting out of hand. All Tiers should have a nice balance to them, otherwise earlier players may just become fed up and leave before the ‘real gameplay’ starts.

 

T4 has similar problems. T1 and T2 are training tiers, not designed to be finely balanced. They’re there to enable people to learn basic and advanced game mechanics so they can move to learning group play mechanics and expert gameplay mechanics in T3.

 

Devs should really facilitate more mobility from T2 to T3. Too many people are in T2 farming newbies when they really shouldn’t be in spite of already pretty punishing reputation gain penalties associated. Perhaps they should adjust matchmaking to make entry level T3 and upper level T3 more separate or something among these lines and extend the punishing ratios to credit income as well to push people into higher tiers. Same goes for T3 to T4 more or less, but devs appear to be unwilling to make T4 balanced either, probably due to workload hey already have with currently played tiers.

 

Woah, woah! Hold on a second here. I can accept the loss of reputation gain, but credit income? Obviously, by the matches you play you’re past this point, so I just want to highlight this.

 

Okay, look. My highest rank is 7, but I only use rank 6 ships and below as I don’t have the cash to get a nice rank 7 ship. Here’s the thing: due to balancing issues, rank sevens aren’t as much as Tier 3 players as high-level Tier 2. So, I want to skip straight to a rank 8/9 ship. Preferably 9. So, from rank 6 that’s 9500000 credits I have to stockpile before I rocket up to rank 9, not including upgrades…

 

And having a credit income nerf is sorely going to impact on that. It would normally take me about 2 hours to grab 2000000 credits. So that’s 10 hours for just enough. I could then play with basic equipment for a while, but I’m not particularly happy with that, so let’s add on another 4000000. Another 4 hours. 14 hours in total to get a good ship. With a credit income nerf this could maybe even double that time. That’s a whole freaking day and a bit playing non-stop for one ship.

 

I think that’s a bit too much already. So, my opinion on the matter is that:  alter it so that the highest rank of the previous Tier will give us a nice grinding time for the highest rank of the current Tier.  I don’t want to grind 14 hours much, either. I’d be happy with about 10. Of course, buying GS and converting it to credits is another way, but when I’m paying about £7 (really rough guess) for 2500000 credits… Not too attracted by that.

Engineering role is currently unfinished. It wasn’t nerfed. Solo part of Engineer frigate was buffed. Try to look in depth:

We got lower aoe hp regeneration with lower range. Who suffered much from this? Interceptors and fighters, who running away from Engineer.

 

Survivability of Engineer was increased by:

  1. Lowering range of aoe regeneration. Enemy ships are running away from their heals to kill our Engies. Easier to protect our heals. Simple.

  2. Engineer got his remote shield to heal his shield too. Also drones emergency ability!

  3. Lowering rate of hp regeneration. Frigates have almost 100% uptime of taking hits, lesser targets are significantly lower than 100%. Everyone has 100% uptime of heals. Fighter and interceptor benefits from heals are much more better than frigate’s

 

How to play Engie:

  1. Do not rush!!! Just keep close to your team and to cover(asteroids). Engie isn’t supposed to assault. Your teammates needs you! They will fall back to you for heals and will protect you from attacks if you aren’t assaulting yourself. It is impossible to protect Engie who wants to die! Play safe and you’ll top efficiency in battle.

  2. Do not rush!!! Use your warp gates to emergency evac or to throw your team for the next beacon. But don’t rush!!!

  3. Do not rush!!! You don’t need to heal your teammates. But they needs your heals - they’ll return to you, don’t worry

  4. If you are in squad ask for help if enemy interceptor/fighter is near

Engineering role is currently unfinished. It wasn’t nerfed. Solo part of Engineer frigate was buffed. Try to look in depth:

We got lower aoe hp regeneration with lower range. Who suffered much from this? Interceptors and fighters, who running away from Engineer.

 

Survivability of Engineer was increased by:

  1. Lowering range of aoe regeneration. Enemy ships are running away from their heals to kill our Engies. Easier to protect our heals. Simple.

  2. Engineer got his remote shield to heal his shield too. Also drones emergency ability!

  3. Lowering rate of hp regeneration. Frigates have almost 100% uptime of taking hits, lesser targets are significantly lower than 100%. Everyone has 100% uptime of heals. Fighter and interceptor benefits from heals are much more better than frigate’s

 

How to play Engie:

  1. Do not rush!!! Just keep close to your team and to cover(asteroids). Engie isn’t supposed to assault. Your teammates needs you! They will fall back to you for heals and will protect you from attacks if you aren’t assaulting yourself. It is impossible to protect Engie who wants to die! Play safe and you’ll top efficiency in battle.

  2. Do not rush!!! Use your warp gates to emergency evac or to throw your team for the next beacon. But don’t rush!!!

  3. Do not rush!!! You don’t need to heal your teammates. But they needs your heals - they’ll return to you, don’t worry

  4. If you are in squad ask for help if enemy interceptor/fighter is near

 

I had great survivability before… Mostly because I didn’t have to sit in the middle of the battle weathering 4+ ships’ weapons. I could sit behind an asteroid, where no-one would target me, whilst keeping my team members alive just those few precious seconds more for me to jump out, take a potshot and cripple a ship’s shields and let my team swarm it. I get an assist. I’m happy with that.

 

Nerfing the engineer’s mass heals was a mistake. Please don’t pull an EA and say you made a mistake a couple of years later or don’t admit it at all. This game is supposed to be about team playing. How can engineers contribute to the team? They’re either too far away but safe, or too close and in danger. We have said percentage heals will help balance them out: why not try it out in one of the next updates? Put up a poll and ask: do you like the new percentage healing system for engineers? If the majority says no, revert it. Fine by me. Just give it a quick test and let’s see how it goes, right? It’s win-win.

Game, set, match.

If you have some data of your own that’s better I’d like to see it.

You can claim to have won when you’ve actually presented some non-anecdotal evidence for your own position…

 

I guess I should have emphasised the “pretty” more in “pretty random” (it was late). More accurate would have been “as random as the medium allows (and still better than anecdotal evidence)”. I notice that you totally ignored the rest of my post where I pre-emptively point out all of the sample biases that you stated. The first two are an unavoidable side effect of the medium used to sample, and which are present in all sampling methods (including the example you linked, which does its best to, but can’t fully, correct for refusal to respond, so still suffers from “opt in by interested parties” (though it does have the major advantage that it can quantify the effect), and which doesn’t address the problem of respondents who are incapable of responding to the survey medium used, such as people who can’t speak english, deaf people, physically disabled people who can’t come to the door etc., which would be sort of analogous not having a forum account), and I described why the third should have minimal impact. I’ll say it again: no questionnaire based survey is purely random unless you can force people to answer. No questionnaire based survey in the history of the western world (except censuses where you’re required to respond by law) has ever conformed to the standards you’re placing on me. It doesn’t mean they’re all invalid, you have to understand your biases and live with them, the rest is a matter of the degree of them. You seem to think that the degree of my biases is so much that it’s better to draw conclusions from anecdotal evidence. I think that’s a decidedly odd conclusion.

Gee, it’s almost as if I do know what I’m talking about, and you’re quote mining to make it look like I don’t. It’s like you have a… bias. (cwhutididthar)

 

(All this didn’t get trimmed for off-topic? I’m surprised.)

Woah, so much conversation!

 

Okay, so I had a thought about the Engineer and the notion of its balance… and this is what I came up with.

 

Despite all evidence to the contrary, the Engineer is not “fine” in Tier 2. It is overpowered, still, just as it is overpowered in Tier 3. The reason we do not see Engi-Deathballs very often in Tier 2 is they are so much harder to pull off on account of another broken class - the Interceptor.

 

So, to understand this phenomenon we need to understand why Interceptors are broken in Tier 2, but not in Tier 3. The answer is simple; modules.

 

My Dwarf 2 [Recon] has three module slots. As such, I have to choose which of the following to take; Spy Drones (epic de-buffer), Parasitic Remodulator (steals enemy shields and gives them to me), Phase Modulator (5 second cloak) and Micro-locator (stops enemies in a certain radius from cloaking).
I don’t take the micro-locator, and nor do most people in Tier 2. Why? Because if I did then I would have to lose another module, meaning I either couldn’t debuff, couldn’t steal shields or couldn’t cloak - all of which are liable to get me killed. The ability to stop others cloaking is a very useful one, but it’s not useful enough.

In tier 3 I don’t have to make that choice - I can have all four.

 

But it’s not just the Interceptor that gets this freedom - everyone does. Tier 3 games see a lot more buffs and debuffs in play because everyone can carry more. This in turn means that the Interceptor class becomes far more vulnerable - every other Interceptor who sees me flying a Recon knows that I have a micro-locator. Every Guard Frigate has Pulsar, Propulsion Inhibitor, Missile Shield and Signature Masking. Attack drones and energy-sapping missiles make attacks that much more difficult, and the end result of this ability-spam is that all of the Interceptor’s advantages are nullified.

 

But in Tier 2? That doesn’t happen. In tier 2 there is only one hard counter to the Interceptor - the Tackler. The problem there is that the Tackler is itself hard countered by pretty much everything. Gunships can shred Tacklers no problem; Command Fighters, Guards and Engineers will tank them all day long; Long Range pack enough raw firepower to hold their own, but will likely destroy them from extreme range; Interceptors are more than agile enough to slay any Tackler whose modules aren’t back online yet.

 

When you drop from T2 to T3 the number of ships that can disrupt or disable the Interceptor drops from around four ships to one, and that one ship is no good for anything except fighting Interceptors. The result? The Interceptor is king.

 

There is more to be done here than just nerfing healing ranges. Even if you balance the Engineer’s healing properly for both range and rate, Tier 2 will still be lacking in healers because what is driving them away is still alive and kicking; the dominance of the Interceptor. There needs to be more counters to this category of ship - hard counters, not simply ways to make them back off for ten seconds before rushing in and making the kill. One of the ideas I had was a Command / Gunship module that I’m calling “Automated Targeting Matrix”. In essence, it stops your guns missing for a few seconds. Now Frigates are so big you’ll auto-hit every time anyway, and even Fighters can probably tough that out. But Interceptors? That ability would be their death-knell. It would make a Tackler / Command or Tackler / Gunship fighter screen a terrifying prospect for Interceptor pilots, who would then either have to avoid it like the plague, or wait for supporting ships to push in first so they can fly through and pick off the softer targets.

 

However it’s done, the Interceptor issue of Tier 2 must be addressed. If it isn’t, then Tier 2 is going to be throwing a lot of skewed data about how powerful or not the Engineer is. And please, don’t claim that simply giving Engi’s balanced healing will solve the matter - Interceptor All-Ins are so common in Tier 2 that it is now expected for most / all of any given team to be Interceptors. T2 Inty is not broken because of Engi Healing - that’s a T3 issue. T2 inty is broken because there is no counter to T2 inty.

I’ve been using RFRs for a while, and they are quite hard to use.  Short range, long time between bursts, big spread.  I would argue that like long range rails and hail plasma, people think they are OP because they get hit a handful of times and die.  Unlike spread laser and plasma, which spray out continuously and have a much smaller spike.  You don’t notice your shield is down or how much damage you’ve taken and then you get popped and complain they are OP.  

 

Because of the extra difficulty, I’ve always maintained that RFRs should do more DPS then the other two. Before the patch, RFRs did less damage then assault rails and were well behind their counterparts.  Clearly they were in need of a buff.  

RFRs aren’t hard to use. Just wait for it to reach full charge, then fire. Ceptor insta-gib and Guard Frigates die in a handful of shots. If you don’t accomplish this, you’re not using them right. RFR with 1 or 2 charges hit nothing and, in fact, hit for far less than Assault Rails. THREE charges, however… good lord. As it is now, it’s OP as all hell in the right hands. RFRs were in need of a buff to put them on par with Pulse Lasers or Rapid-Fire Plasmas, but this is overkill.

 

 

Notably Katana type S like most ships that show no bonus actually has a hidden bonus that can’t be displayed with the current system. For example, Katana type S has +10% speed.

Source: http://forum.star-conflict.ru/index.php?/topic/35167-%D1%81%D0%BA%D1%80%D1%8B%D1%82%D1%8B%D0%B5-%D0%BC%D0%BE%D0%B4%D0%B8%D1%84%D0%B8%D0%BA%D0%B0%D1%82%D0%BE%D1%80%D1%8B-%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2-%D0%BA%D0%BE%D1%80%D0%B0%D0%B1%D0%BB%D0%B5%D0%B9/

 

As for rapid fire rails, I’ve used them for a long time (before the current roles and after), and I currently find them to be great on gunships and covert ops ints. I think they were fine the way they were and last buff was too much - taking 2/3 chunks out of other interceptors under orion module with crits is too powerful imho. About 1/2 which is what I was doing before was fine. I tend to agree that sustained DPS was a bit too low for the negatives of the weapon (spread, range, low-ish fire rate). Perhaps they should have buffed only DPS, but leave reduced the fully charged damage to somehow match the old one?

Invisible bonuses or not, they SHOULD be listed so people know what they’re getting into. No rookie is even going to look at the differences between a Katana and a Katana-S other than that it’s 2 ranks higher. And comparing the Katana-S with the Strong… They will obviously pick the strong because Minefieldspam.

 

Yeah well, I can tell you they work magnificently on all Ceptors, now (though I don’t like to fly CovOps). Gunships to benefit a lot from them, as well, especially Empire Gunships due to the reduced Railgun spread bonus. Tacklers do as well, due to the massive speed reduction you’re applying. Frigates just die in droves if you manage to hit them 1v1 with RFR fitted, more so if you have stacked crit bonuses.

 

 

Negative scaling on resists is a VERY bad idea because people will stack hull/shield amount instead of resists instead.

 

Short version: Negative scaling on the positive stat makes the stat undesirable for players and makes alternative stats much better.

Huh… hate to break it to ya… but since the ship revamp on… what was it, 0.7? Since then, most of the ships have been fitted for buffer, leaving only 1 passive resist module (EM for shields, Kinetic for armor) and you’d fill whatever else with buffer and you’d be more than fine. This is also more than true on Ceptors. My Stiletto now has MORE hp than a Sniper Frigate. And I’m only using 2 tank mods on it.

 

 

they should stop nerfing frigates of ALL tiers, they should only nerf the t3 frigates which are the problem and leave the t2 frigs alone

Yes, because T2 Frigates aren’t op’d at all. /sarcasm

 

 

My Dwarf 2 [Recon] has three module slots. As such, I have to choose which of the following to take; Spy Drones (epic de-buffer), Parasitic Remodulator (steals enemy shields and gives them to me), Phase Modulator (5 second cloak) and Micro-locator (stops enemies in a certain radius from cloaking).

I don’t take the micro-locator, and nor do most people in Tier 2. Why? Because if I did then I would have to lose another module, meaning I either couldn’t debuff, couldn’t steal shields or couldn’t cloak - all of which are liable to get me killed. The ability to stop others cloaking is a very useful one, but it’s not useful enough.

In tier 3 I don’t have to make that choice - I can have all four.

 

However it’s done, the Interceptor issue of Tier 2 must be addressed. If it isn’t, then Tier 2 is going to be throwing a lot of skewed data about how powerful or not the Engineer is. And please, don’t claim that simply giving Engi’s balanced healing will solve the matter - Interceptor All-Ins are so common in Tier 2 that it is now expected for most / all of any given team to be Interceptors. T2 Inty is not broken because of Engi Healing - that’s a T3 issue. T2 inty is broken because there is no counter to T2 inty.

Friggin love the Dwarf 2. Though, lately, I’ve been using the cloak solely to avoid missiles instead of… actually cloaking… It works fine until I have a swarm of 15 missiles coming at me…

 

Yes and no to your Ceptor issue in T2s… Because I’ve been seeing a LOT of Ceptor Balls and Frig Balls. And both tactics work magnificently, might I add, if used appropriately.

HOWEVER… What I’ve been seeing even a lot more is Guard/Engie swarms. Yesterday, I came across not one, but 5 corps on 4-man squads all using the same tactic: 2 Engies, 2 Guards. This is a near impossible group to take out if they all stick together. Syncing Pulsars means death to any ceptors coming close to these 2 and Fighters tend to die in the Minefield masses that spawn from here.

 

 

In the end… It doesn’t matter how the devs change the game. Someone will ALWAYS find a way to utterly abuse the system and rack up massive amounts of kills and victories.

The way I see it, the game should be aiming for a rock-paper-scissors mechanic, in the sense that anyone who goes all-in can be easily hard countered.

 

For example, let’s assume that Fighters -> Intys -> Frigates - > Fighters a moment, and apply a few hypotheticals.

 

Frigate Ball? Easily countered - mass Interceptor. Assuming the above rule is correct, a mass Inty ball should be able to crush the Frigate ball. ECMs shut down hostiles, Recons light them up and Covert Ops knock them down.

 

Inty Ball? Easily countered - mass Fighter. Tacklers turn them into floating bullseyes, [insert new Fighter based anti-Inty modules here] and victory is won through smoking gun-barrels.

 

Fighter Ball? Easily countered - mass Frigate. Guards tank them all day long, Long Range blast them out of the sky before they ever hit weapon range, and Engineers ensure whatever damage they did cause is healed before they can launch a second wave.

 

 

…but a combined arms ball? That should be the killer formation. The Engi’s can’t be focused down because of the Tacklers, who in turn are being protected by Interceptors that roam ahead to light up and shut down hostiles. Enemy formations are located and crushed using the most optimal counter, or sheer weight of numbers. Where the enemy fighters approach, the Interceptors retreat behind their own Fighters and Frigates. Where enemy Frigates try to break the line, the Interceptors push forward again to drive them back. All the while the Fighters ensure that no enemy Interceptors can fly in to break up the formation.

 

This should be the balance the game aims for; one where simply spamming Unit A and B means that the entire formation can be crushed just by bringing Unit C.

The way I see it, the game should be aiming for a rock-paper-scissors mechanic, in the sense that anyone who goes all-in can be easily hard countered.

 

For example, let’s assume that Fighters -> Intys -> Frigates - > Fighters a moment, and apply a few hypotheticals.

 

(…)

 

…but a combined arms ball? That should be the killer formation. The Engi’s can’t be focused down because of the Tacklers, who in turn are being protected by Interceptors that roam ahead to light up and shut down hostiles. Enemy formations are located and crushed using the most optimal counter, or sheer weight of numbers. Where the enemy fighters approach, the Interceptors retreat behind their own Fighters and Frigates. Where enemy Frigates try to break the line, the Interceptors push forward again to drive them back. All the while the Fighters ensure that no enemy Interceptors can fly in to break up the formation.

 

This should be the balance the game aims for; one where simply spamming Unit A and B means that the entire formation can be crushed just by bringing Unit C.

That would be in a perfect game. I have never seen any game with a balanced gameplay. As it is now, running a Frigball kills literally everything in your path and ceptors can’t counter it without dying in droves at the hands of Guards.

It’s not about balance - it’s about “perfect imbalance.”

 

Starcraft 2 is a good example. Mass Roach from a Zerg player can cause a huge amount of damage to a Protoss player. However, if said Protoss builds certain units he can then obliterate Roaches with game-breaking ease, which in turn forces another counter.

 

The important part of my suggestion is that it isn’t about everything be fair; it’s about everything being unfair. One on one, a Frigate should always lose to an Interceptor. One on one, an Interceptor should always lose to a Fighter. One on one, a Fighter should always lose to a Frigate.

 

If you can create that cycle of imbalance, you create a system where a single Interceptor can be disproportionately powerful against a Frigate Ball, destroying or crippling multiple ships on their own. The counter to this would be simple - put a Fighter in the ball. That in turn can be countered by the Interceptor having a Frigate helping him who can kill the Fighter quickly and allow him to rampage. This yet again forces a counter; the Frigate Ball now needs an Interceptor to shut down the Frigate…

 

The resulting cycle of counters means that massing a single ship type soon becomes undesirable. If you know that a single Engineer can tank through three Fighters, but will die quickly if you switch to Interceptors, you will switch to Interceptors. However, you need someone to think ahead and go Frigate for when the enemy switches to mass Fighter. Alternatively… you just strike a balance. You stay as Fighter and try to point your team’s Interceptors at the priority targets.

Engineering role is currently unfinished. It wasn’t nerfed. Solo part of Engineer frigate was buffed. Try to look in depth:

We got lower aoe hp regeneration with lower range. Who suffered much from this? Interceptors and fighters, who running away from Engineer.

 

Survivability of Engineer was increased by:

  1. Lowering range of aoe regeneration. Enemy ships are running away from their heals to kill our Engies. Easier to protect our heals. Simple.

  2. Engineer got his remote shield to heal his shield too. Also drones emergency ability!

  3. Lowering rate of hp regeneration. Frigates have almost 100% uptime of taking hits, lesser targets are significantly lower than 100%. Everyone has 100% uptime of heals. Fighter and interceptor benefits from heals are much more better than frigate’s

 

How to play Engie:

  1. Do not rush!!! Just keep close to your team and to cover(asteroids). Engie isn’t supposed to assault. Your teammates needs you! They will fall back to you for heals and will protect you from attacks if you aren’t assaulting yourself. It is impossible to protect Engie who wants to die! Play safe and you’ll top efficiency in battle.

  2. Do not rush!!! Use your warp gates to emergency evac or to throw your team for the next beacon. But don’t rush!!!

  3. Do not rush!!! You don’t need to heal your teammates. But they needs your heals - they’ll return to you, don’t worry

  4. If you are in squad ask for help if enemy interceptor/fighter is near

too much to read all the other posts from now on since they are all basicly the same. But your post began with retardness and figured the rest wouldn’t be much better so actually read it.

 

Engineers can’t solo for xxxx in general.

  1. lol nope, you’ll be dead before they are since we have to be in range of their heals to actually be useful to our own team.

  2. drones emergency ability? are you really that stupid? those drones are gone the second you get attacked! so much for that “epic” ability

  3. exactly how does this help with the engineers solo ability?

 

  1. lol sure, I have yet to see anyone come to me for repairs that was not a captain or realistic match.

  2. yeah…they cost a ton of energy…which i generally don’t have and thus i can hardly warp out, not to mention they die in 1 shot

  3.  nope hey won’t, who wants to repair when you can respawn…it’s faster anyway.

  4. you’ll usually be dead before they can help.

 

 

Edit: and to the idiot who said T1/T2 is training tiers so balance isn’t important, goddamn yes it is! People are stuck on T2 for quite a long time, so you better have balance in T1/T2 or they will leave the game because it’s broken.

It’s not about balance - it’s about “perfect imbalance.”

 

… he can then obliterate … with game-breaking ease, which in turn forces another counter.

 

yes. I’ve been asking for that ever since the issue cropped up.

 

OP healing wont be an issue if you also have OP anti-heals at the same time etc.

 

I like these damned Frigballs. Gives purpose to roles. But it’s about time we have another role combo, preferably something that counters Heal squads.

 

And the now emerging Guard-spam, haven’t figured out a counter for them yet. DPS lacking everywhere - take out immortal ships out of the equation first I say so we can better see how good an all guard setup is.

too much to read all the other posts from now on since they are all basicly the same. But your post began with retardness and figured the rest wouldn’t be much better so actually read it.

 

Engineers can’t solo for xxxx in general.

  1. lol nope, you’ll be dead before they are since we have to be in range of their heals to actually be useful to our own team.

  2. drones emergency ability? are you really that stupid? those drones are gone the second you get attacked! so much for that “epic” ability

  3. exactly how does this help with the engineers solo ability?

 

  1. lol sure, I have yet to see anyone come to me for repairs that was not a captain or realistic match.

  2. yeah…they cost a ton of energy…which i generally don’t have and thus i can hardly warp out, not to mention they die in 1 shot

  3.  nope hey won’t, who wants to repair when you can respawn…it’s faster anyway.

  4. you’ll usually be dead before they can help.

 

 

Edit: and to the idiot who said T1/T2 is training tiers so balance isn’t important, goddamn yes it is! People are stuck on T2 for quite a long time, so you better have balance in T1/T2 or they will leave the game because it’s broken.

 

Breakdown of Tiers for you guys.

 

T1

training-wheels.jpg

T2

220px-Full_suspension_mountain_bike.jpg

T3

yamaha-motorbike.jpg

T4

olifant_tank1.jpg

 

That’s how I see it anyway.

 

EDIT: And look carefully at where about you lose the training wheels.

Ok, on the topic of t1/t2. I have relayed this problem. We will think on it. 

Ok, on the topic of t1/t2. I have relayed this problem. We will think on it. 

Thank you, that is appreciated.

 

I think I speak for a lot of players when I say that we would like to see more thought put into Tier-specific patching and tweaking, rather than blanket changes. What is good for one tier is not automatically good for all.