And while you’re at it, sell me a Gods damned pirate ship!
GOD BLESS YOU , YES!
And while you’re at it, sell me a Gods damned pirate ship!
GOD BLESS YOU , YES!
And while you’re at it, sell me a Gods damned pirate ship!
Start collecting sings for releasing pirate ships GS based?
Minefields are really annoying. Mines can be strategic, minefields are lethal. If you’re in an interceptor, and you don’t see it, you’re dead before you hit reverse. If it were fewer mines per field it’d be better, or jack up the cost like how many individual mines that would cost.
I’ve also noticed in the past couple weeks a strategy of mining any enemy player using MEF. I swear, the MEF is pretty much useless. I might get a debuf assist, when I die, but it’s barely worth it. The only thing it’s really good at is an instant break around a beacon, or stopping a plasma web. Even committing suicide won’t deny the player a kill. One game I just watched as an engineer planted a mine field and sat by me. Combat drones aren’t affected by the pulse, so they’ll still kill you. I’m not even sure why combat drones are on the engineer instead of the guard, it seems more of a guard role. It still seems screwed up that a fed engineer is faster than an empire or jericho fighter. It could run away by warp gating out of weapons range and still just run. Frigates are supposed to be slow!
Minefields are really annoying. Mines can be strategic, minefields are lethal. If you’re in an interceptor, and you don’t see it, you’re dead before you hit reverse. If it were fewer mines per field it’d be better, or jack up the cost like how many individual mines that would cost.
I’ve also noticed in the past couple weeks a strategy of mining any enemy player using MEF. I swear, the MEF is pretty much useless. I might get a debuf assist, when I die, but it’s barely worth it. The only thing it’s really good at is an instant break around a beacon, or stopping a plasma web. Even committing suicide won’t deny the player a kill. One game I just watched as an engineer planted a mine field and sat by me. Combat drones aren’t affected by the pulse, so they’ll still kill you. I’m not even sure why combat drones are on the engineer instead of the guard, it seems more of a guard role. It still seems screwed up that a fed engineer is faster than an empire or jericho fighter. It could run away by warp gating out of weapons range and still just run. Frigates are supposed to be slow!
Hush, federation is best of everything but utter survivalblity is questionable.
Luckyo, that is close to elitist and almost wants me to proclaim you as a douche. Please don’t write things like that. I dislike it enough when you do it to me when I give legit examples using the glorified trashcan. I am just getting this impression that you really, really, really hate engineers just because.
I’m intrigued as to why you view the current situation where out of nine classes, one class is “must have to win in large numbers”, one is “needed to support that other VIP class” and other seven classes are “trash tier” as a norm. And think that those who like the situation where “all nine classes should have about equal representation” which is my angle to mean “hating that one VIP class just for the sake of hating”.
Has it ever occurred to you that having a VIP class in a game where it costs exactly the same to buy, outfit and deploy as any other class is plaing wrong in the first place?
After playing a lot of battles an seeing frigate balls form I have seen a few things that make it so effective and something very overlooked:
Guards might be the main problem, not engineers…
Guards cycling pulsar will make it practicly impossible to get near a beacon in anything but a frigate, and even then it will hurt like hell.
Minefield spam makes it even more impossible to get close for anything
guards will block afterburners and missiles/nukes. and thus remove several counters to it.
I don’t think engineers are all that important, once you got 1, max 2, engineers, you only need guards. since the reps don’t stack and your biggest foe, cov op frigs, are useless against the guard blob.
Maybe I am wrong, and in that case, please tell me, but this is what I have noticed.
I don’t have any suggestions that might fix it…
Removing the ability to minefield makes frigates very easy to kill for intys
reducing pulsar might be a possibility…maybe lessen the damage a bit?(I have looked in T4…a pulsar can do more than 1k damage a second for 12 seconds…)
the inhibitor…I like it and dislike it…Maybe change it so you can only afterburn at 50% of the afterburn speed instead of 100%? Because right now guards can (usually) keep up with you once you get in that field.
Thinking about it…
Maybe make the pulsar cost energy/sec while it is active? This makes it possible to interrupt which might help against the pulsar spam on beacons…
I’d love to get some feedback on my sort-of suggestions…I may be completly wrong, but that is what just shot in my head.
This.
Changes in one or two kinds of ship hardly solve the problem, even if they do, other problems will raise in long term.
A look at the big picture of how a ship will interact with every other ships in a match, and the impact on how a match can progress.
Has it ever occurred to you that having a VIP class in a game where it costs exactly the same to buy, outfit and deploy as any other class is plaing wrong in the first place?
Oh, you must be referring to the Covert Ops class…
Devs, seriously, I know you want to test this stuff, but your approach has been way to divisive. People like Soldiers feel insulted and pissed off because of your pricing model, people like me just want the damn stuff live so we can buy our colour schemes and rock out.
Wait wait…wait. You mean to say, that they are having us “test” their new paint/decal scheme by asking us to spend REAL money for temporary content… ROFLMAO. Oh bravo… BRAVO I say. Poked my head in after a month or so to see how things are going, apparently little change. The “test” idea is fairly standard, but asking your testers to pay CASH to do so is either a grossly ridiculous oversight, or a flat out rookie minded cash grab. It’s like watching a minor league team trying to compete in a pro forum. Sometimes funny, but always sad. Keep up the… what ever you call these sort of patches.
Wait wait…wait. You mean to say, that they are having us “test” their new paint/decal scheme by asking us to spend REAL money for temporary content…
Yes, because that is how every Beta does their testing, don’cha know. :fed015:
Oh, you must be referring to the Covert Ops class…
VIP stands for “Very important person”.
You appear to misunderstand it as “very impotent person”. Which certainly fits CO ships rather well right now. Vast majority of people that want to succeed in current meta fly ECM shutdown/Gunship fire supports for their VIP class if they want light ships instead of guard frigs for VIP support.
That and SYN’s “f-you” comp of 4 ECMs which is hilarious.
Hmm… Perhaps spreading heals over two or three classes is the answer? Here’s a quick idea:
Remove the Hull Resist buffs from the Command Fighter and give them to the Engineer.
Remove the Shield Restoration buffs from the Engineer and give them to the Command.
That might shake the meta up a bit.
It dont make much sense, but would probably break the meta. Ive never played rift, but it seems like in that game you dont know whos the healer since 3/4 classes have a heal spec and the rouge have a tank spec (lol). If every ship provided about even amount of support we might get a situation where theres no class you always should focus.
I think it would be better if we either made healing not able to substain ships that are under fire (low amount of healing(i dont want this one) or units under fire wont recive healing or make the healing to situational to work in combat) or made weapons that scale up over time if they cant kill the target.
A third option that i dont want to see is more antihealing and make antiheal stack (one debuff =50% healing, two debuffs =25% healing, three=12,5%).
It dont make much sense, but would probably break the meta. Ive never played rift, but it seems like in that game you dont know whos the healer since 3/4 classes have a heal spec and the rouge have a tank spec (lol). If every ship provided about even amount of support we might get a situation where there no always focus class.
I disagree with this point, a focused class isn’t always a necessary, and we always have map objectives to focus on, don’t we? The good point is each class doesn’t have to worry about getting focused all the time, and he can freely participate in the game. Another point is, you can also focus a class which is important for that game objectives, or a weak spot in the other team’s formation.
It’s a good idea, what left to do is to consider its feasibility and substantiality, compared to other solutions.
Btw, these last couple of weeks did something really sad to the gameplay. T3 has become the new T4 - barren wasteland outside prime time. I tried playing it three times today, got two 3v3 games and one 1v1 game with 2 bots.
I quit the last one before it even started. At the same time, matchmaking visualization clearly shows that all T2 ranks are choke full of players wanting to play.
If that doesn’t tell prove that engineers are OP, nothing will. “Engineers: because we think big, and killing people is beneath us. We kill entire tiers”.
Btw, these last couple of weeks did something really sad to the gameplay. T3 has become the new T4 - barren wasteland outside prime time. I tried playing it three times today, got two 3v3 games and one 1v1 game with 2 bots.
I quit the last one before it even started. At the same time, matchmaking visualization clearly shows that all T2 ranks are choke full of players wanting to play.
If that doesn’t tell prove that engineers are OP, nothing will. “Engineers: because we think big, and killing people is beneath us. We kill entire tiers”.
I disagree.
I think the Issue is the shrinking player-base.
Maybe the transition is too hard between T2 and T3 like it is in T3 to T4.
In T3 you can earn better money, but the repairs will eat much of it, if you die too often. Progression will come to a halt and thats surely not fun, imo thats not the case in T2.
Ofc the frigballs are a problem in T3, but the Healers are not the issue. I come to believe that the issue lies within the gamemodes. Frigballs are very rare in Detonation and Domination (except on the new map, because it is way too easy to relocate from one beacon to another).
Gamemodes that focus exclusively on one Goal (especially Beaconhunt) seem to trigger those clustering.
Conclusion: Revamp the gamemodes, especially Beaconhunt. The ships are fine (maybe nerv Guards active mods, and make the Jerry Sniper viable).
I disagree.
I think the Issue is the shrinking player-base.
Maybe the transition is too hard between T2 and T3 like it is in T3 to T4.
In T3 you can earn better money, but the repairs will eat much of it, if you die too often. Progression will come to a halt and thats surely not fun, imo thats not the case in T2.
Ofc the frigballs are a problem in T3, but the Healers are not the issue. I come to believe that the issue lies within the gamemodes. Frigballs are very rare in Detonation and Domination (except on the new map, because it is way too easy to relocate from one beacon to another).
Gamemodes that focus exclusively on one Goal (especially Beaconhunt) seem to trigger those clustering.
Conclusion: Revamp the gamemodes, especially Beaconhunt. The ships are fine (maybe nerv Guards active mods, and make the Jerry Sniper viable).
Disagree.
You hardly see any engy in a T2 match, and the number of frigate in general is low compared to other ships in T2, with some exceptions of LRF, which cativates new players.
The game modes in T2 and T3 are the same, so that deduction has a big hole in it.
I disagree.
I think the Issue is the shrinking player-base.
Maybe the transition is too hard between T2 and T3 like it is in T3 to T4.
In T3 you can earn better money, but the repairs will eat much of it, if you die too often. Progression will come to a halt and thats surely not fun, imo thats not the case in T2.
Ofc the frigballs are a problem in T3, but the Healers are not the issue. I come to believe that the issue lies within the gamemodes. Frigballs are very rare in Detonation and Domination (except on the new map, because it is way too easy to relocate from one beacon to another).
Gamemodes that focus exclusively on one Goal (especially Beaconhunt) seem to trigger those clustering.
Conclusion: Revamp the gamemodes, especially Beaconhunt. The ships are fine (maybe nerv Guards active mods, and make the Jerry Sniper viable).
Several squads have shown that detonation is easily winnable even with small frig balls. You can either occupy the bomb spawn, take both bombs and blow two stations by slowly crawling to them, then warp back for the third, or grab both bombs and sit at your spawn. Not hard and essentially a guaranteed win.
That was one of the reasons they started to eat nerfs this patch. There were apparently several tests that were recorded and presented to devs of some seriously dumb stuff, like gunships with heavy weapons under overdrive unable to kill afk engineers that just activate their modules and do nothing in any reasonable amount of time and other similar silliness.
I can just testify that I couldn’t even dent SHIELDS in previous patch, as in could not cause damage that would not be instantly overhealed to full with ECM using two +10% weapon buffs and purple assault plasma.
So the point is that the player base is not shrinking in T2. At the same time it contracted HARD over last week in T3. And the reason being that most people do not like playing against immortals which is what teams flying mass engineers currently are. This is missing in T2 due to much lower survivability of ships coupled with missing key modules on engineers, which removes these problems at T2.
Disagree.
You hardly see any engy in a T2 match, and the number of frigate in general is low compared to other ships in T2, with some exceptions of LRF, which cativates new players.
The game modes in T2 and T3 are the same, so that deduction has a big hole in it.
I only wish T3 has a chance of similar dynamic gameplay. Right now, there’s no chance of low frigate population at all. It’s frigate balls and their supports that win games.
It’s honestly quite sad that training tier has better balance then farming tier. Reality is a harsh mistress.
I only wish T3 has a chance of similar dynamic gameplay. Right now, there’s no chance of low frigate population at all. It’s frigate balls and their supports that win games.
It’s honestly quite sad that training tier has better balance then farming tier. Reality is a harsh mistress.
I dream of days when interceptors and fighters learn to work together…and instead of everyone going to Covert Ops and then complaining “if I can’t solo it it is op”, ECM, recon and cover Ops working together… Oh, the command ship and gunship duos, the tacklers…how sexy all these ships are, yet everyone plays them like lone wolfs.
The real problem with t2 is it holds everyone’s hands too much and doesn’t really require people to work AS A TEAM to win.
And part of the problem with T3 is too often there’s no sense of communication in the team. All the corps and squads are sharing with eachother and not the whole team. There are exceptions, like cloud’s near spam of “eyes on anything I’m targetting.” Many games, there’s nothing, then I have to look for two people dogfighting, or look at the fire lines to find an enemy being hit. It’s harder to gang up on someone when you don’t know they’re already being targetted. Maybe I have a weakened guard right behind me that I don’t see.