Hi there, this is my first post. I usually lurk around the forums but to make me actually post something is quite an accomplishment. I am a T2 player, thus this post will not be commenting on T3 or above as I have almost no experience with that tier (one would be better served listening to those that play that tier and there is a lot of advice already regarding T3+). For ease of use, I will number my points respectively. Furthermore, I play mostly Inty’s (CO& ECM) and Fighters and I am a Premium player. Thus take my advice and points with those considerations (and along with it all the knowledge and possible bias that comes along with it) in mind. I would consider myself an above average T2 player, though weakest in my usual squad (I fly with amazing people). Finally I have played since January on and off and regularly since May.
Weapons:
1. I am currently indifferent to the concept of new weapons. I half agree that there should be class specific weapons, but I like the idea of having general weapons in which every class could use. I would also point out that I used RFR extensively from my Inty to my Fighters and Freights; especially my tackler and my guard. A tackler with RFR and EM missiles coming with two slows and a Resistance Mod along with RFR on four turrets is a scary sight in terms of burst damage. Same goes to a guard using pulsar and inhibitor on any poor fighter or Inty within range.
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The BBoD (Blue Balls of Death) or Singularity Cannon “rebalancing” was certainly needed. However, I think that the current implementation is misguided. When I first heard of a, “freight killing,” weapons I imagined something like a laser pointer that is hard as hell to aim and/or required constant painting for x many seconds to activate. This would be ideal for slower moving vessels as its intended use but would allow smaller, more nimble ships to be able to dodge effectively. Clearly, I was wrong. Although I like the new nerf, I feel as if the ball moves too slow. I would like to see it having a smaller projectile and a faster movement speed so we won’t graduate from “Freight Balling” to “Fighter Balling”…
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I have not tested the new buffs to other weapons, but I can say that as of last night, most weapons where useless in a sense that they offered absolutely no advantages over another weapon within the same class. Some weapons were just completely too powerful in a sense that it beat any of its competition (for fighters and Inty’s).
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Freights were probably better in the old Hail, Stabilized etc. then the current set-up and I personally would not mind allowing them to keep them in addition to some of their new ones.
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The overheating of weapons should be extended especially at T1 classes (more about T1 latter). This is primary a concern of those weapons that are, “automatic,” as currently they are simply too Underpowered over their single-shot competition. Do not get me wrong, I am not here to discuss which weapon requires more skill, but I would like to see a diversification of weapons and the skills required. I fly with at least three T2 Inty-Gods in my usual squad (IMO) and two used rapid plasma while I used RFR. It’s a matter of preference.
Mods:
1. I see absolutely no reason to nerf Cov-Opts at this current moment. If one had asked me before this patch, I could see possible reasons to state why they might have been OP in T2. However, this current patch there is little reason to do so. I say might because as much as people say Plasma Arc is OP, I would like to remind you it does take some skill to use. Furthermore, to use said weapon, you must get within range of any and all guns, mines (before this patch) along with the dreaded Pulsar and Inhibitor. Any sensible fighter would move up or down to avoid it and I find freights being able to tank a lot more of the damage. Finally, being thermal damage in a thermal resistant world, it would have done reduced damage anyways. As for Orion, 5 seconds is about one good shot, maybe two. It was already down from 10 already. I always thought Cov-Opts were supposed to target ships of, “high importance.” Granted they might have been dominate at T2, but I think the solution would be to buff hull and shield survivability among other ships in that tier , not reducing damage to Cov-Opts across all tiers. For those that complain about an Inty dodging/surviving all damage thrown at it, I must remind you that any good Inty pilot will fly within the blind spot. If that is not the case, I suggest you ask following:
a. Is there an Engineer/ Command within buffing distance?
b. What weapons is being used to shoot at said Inty? Is it something with a lower firing rate or weapon speed?
c. Who is flying that said Inty? Is did you check he’s/hers statistics? This includes games played, games won, DSR, and medals.
d. What ship are they using? Is it a top end ship or a premium ship? Are they using MK III or higher mods? Are they using resistances?
e. Who is shooting at said Inty? Is there objects that said Inty could use to dodge or evade?
f. What is the situation? Is it a 1v1 match? What’s the health on both sides before engaging? Are your mods on cool-down?
If you really want to nerf an Inty, nerf the ECM. Not for its damage, but for its ability for its mods not to be countered by any other ship along with its amazing survivability. If the Cov-Opt nerf was due to me killing a DEV last night in Detonation, I am extremely sorry and I will not do it again. I promise.
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As for the guard buff, I see absolutely no reason to implement it. If anyone wants to talk about a simple, “I win button,” look no further than the AOE Pulsar combined with mass inhibitor. On a side note, I must remind you that most ships carrying any Rapid or even Assault style weapons (with conditions) under the old system had to get within range of that pulsar to even deal damage let alone the inhibitor. A slow Inty or even Fighter is easy prey. The only possible reason I see for the buff is if the current close-ranged weapons were out of the range of the inhibitor.
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I agree with others that stated there was little reason to take out the weapon mods. It added a level of complexity to the game and allowed for customization. I do not understand how you are going to convince people to buy 30-day paints with real money when they cannot even customize their ship for battle. In fact, I do not understand how you can convince people to buy anything permanent when it seems that within three months it will be changed accordingly. You may give out, “compensation,” but for example, many people bought a ship due to its unique missiles or spent cash trying to get experimental weapon mods, which has not, IMO been properly compensated. Obviously, there will be disagreements on that level, but it seems based upon other forums (on steam and off) that the opinion seems to be a simple, “ no. ”
Missiles:
1. I like the idea of packs along with the increase if missiles during a fight. I do not like the idea of auto cool-downs when you die. If there must be packs and must be more missiles there should be some balancing on to how much each ship should be allowed to shoot before a cool down.
- If the Freights must keep those new weapons, at least give them back their mines. Or at the very least give them to Engineers. I agree any good Inty will fly within the blind spot, but it should not be an instant win at the same time. Guards can pulsar; Engineers should be able to mine. Let’s be honest, if anything gets within shooting distance of a LRF, no minefield will protect it against an average or better pilot.
Tiers/Balancing:
1. As stated before T1 should be able to access to more than one weapon type damage. In a perfect game, they would not need to, but as long as there is a T2 fighter spamming Singularity Cannon within a T1 match, give them the chance to at least force it to retreat. As long as there is a T2 guard in a T1 match, allow them to scratch the shield. I have played some T1 games. Even with my MK IIIs and several others targeting a said ship, I have money that person laughed as he spammed that BBoD (Blue Balls of Death).
- If T1 is for training, then allow them to train with different weapons. If T2 is for training, then how about increasing loyalty gain? It seems to me as if T1 is for Training and T2 is for grinding. Finally, if T2 is for training, why is it the most populated tier group?
Contrary to Popular Belief, T1s and T3s are thrown together. Here is my battle log from last night. I hope 3 games is enough for an example. Please tell me if you need more (please ignore Madeix he flew in a squad)
22:17:51.639 CMBT | ======= Connect to game session session 2184581 =======
22:17:54.826 CMBT | ======= Start gameplay ‘CaptureTheBase’ map ‘s1338_devilsjaw’, local client team 2 =======
22:18:22.244 CMBT | Spawn SpaceShip for player0 (Dee, #00084282). ‘Ship_Race2_M_T3_Steam’
22:18:22.245 CMBT | Spawn SpaceShip for player1 (colossusdark, #00085DDB). ‘Ship_Race3_M_T1’
22:18:22.247 CMBT | Spawn SpaceShip for player2 (SnezniMajmun, #00084499). ‘Ship_Race2_M_T3’
22:18:22.248 CMBT | Spawn SpaceShip for player3 (eatmynighma2273, #0007AAAD). ‘Ship_Race3_M_T2_Faction2’
22:18:22.250 CMBT | Spawn SpaceShip for player4 (geoleo, #00083A97). ‘Ship_Race3_S_T1_Faction1’
22:18:22.251 CMBT | Spawn SpaceShip for player5 (garca, #0007A1A7). ‘Ship_Race3_S_T2_Faction2’
22:18:22.252 CMBT | Spawn SpaceShip for player6 (oldwilly, #0008577B). ‘Ship_Race2_M_T2_Faction2’
22:18:22.254 CMBT | Spawn SpaceShip for player7 (woodstar, #00083D4B). ‘Ship_Race3_L_T2_Faction1’
22:18:22.256 CMBT | Spawn SpaceShip for player8 (EvilHobo, #00085757). ‘Ship_Race2_M_T1’
22:18:22.257 CMBT | Spawn SpaceShip for player9 (Sabo1, #00015C72). ‘Ship_Race1_M_T2_Premium’
22:18:22.258 CMBT | Spawn SpaceShip for player10 (Clistarius, #000819FD). ‘Ship_Race1_L_T1_Faction1’
22:18:22.260 CMBT | Spawn SpaceShip for player11 (bitmp, #0007570C). ‘Ship_Race3_S_T1_Faction1’
22:18:22.280 CMBT | Spawn SpaceShip for player12 (franelroy, #00081A57). ‘Ship_Race1_S_T2’
22:18:22.282 CMBT | Spawn SpaceShip for player13 (Spinalshift, #0008365B). ‘Ship_Race3_S_T1_Faction1’
22:18:22.283 CMBT | Spawn SpaceShip for player14 (kenni199, #00085146). ‘Ship_Race3_M_T2_Faction1’
22:18:22.284 CMBT | Spawn SpaceShip for player15 (ZeroCool1, #00005C26). ‘Ship_Race2_L_T1’
22:18:22.286 CMBT | Spawn SpaceShip for player16 (Fly27, #00084B86). ‘Ship_Race3_M_T2_Faction1’
22:18:22.287 CMBT | Spawn SpaceShip for player17 (katel55, #0008426F). ‘Ship_Race2_M_T2_Faction1’
22:18:22.288 CMBT | Spawn SpaceShip for player18 (Schnaider, #000499E6). ‘Ship_Race3_M_T2’
22:18:22.290 CMBT | Spawn SpaceShip for player19 (Parra, #00083610). ‘Ship_Race3_S_T1_Faction2’
22:18:22.291 CMBT | Spawn SpaceShip for player20 (uberdan, #0007ED4A). ‘Ship_Race3_M_T2_Premium’
22:18:22.292 CMBT | Spawn SpaceShip for player21 (Spiritrunner, #000857BB). ‘Ship_Race2_M_T1’
22:44:27.371 CMBT | ======= Connect to game session session 2184707 =======
22:44:30.038 CMBT | ======= Start gameplay ‘BombTheBase’ map ‘s1420_ceres3_northmsite’, local client team 1 =======
22:44:58.345 CMBT | Spawn SpaceShip for player0 (MW2, #000797EE). ‘Ship_Race2_M_T3’
22:44:58.347 CMBT | Spawn SpaceShip for player1 (DaRkInLiGhT, #0003B2F2). ‘Ship_Race2_M_T2_Faction1’
22:44:58.348 CMBT | Spawn SpaceShip for player2 (silverassassinx, #0008495F). ‘Ship_Race1_L_T1_Faction2’
22:44:58.350 CMBT | Spawn SpaceShip for player3 (iYuki, #00014B11). ‘Ship_Race2_M_T3’
22:44:58.351 CMBT | Spawn SpaceShip for player4 (Sabo1, #00015C72). ‘Ship_Race3_S_T2_Steam’
22:44:58.353 CMBT | Spawn SpaceShip for player5 (Jorak, #0005C015). ‘Ship_Race3_S_T1_Faction2’
22:44:58.354 CMBT | Spawn SpaceShip for player6 (Madeix, #00041257). ‘Ship_Race1_S_T1_Faction2’
22:44:58.355 CMBT | Spawn SpaceShip for player7 (thehappyhippy, #0005ADC2). ‘Ship_Race3_L_T2_Faction1’
22:44:58.357 CMBT | Spawn SpaceShip for player8 (woodstar, #00083D4B). ‘Ship_Race3_L_T2_Faction1’
22:44:58.359 CMBT | Spawn SpaceShip for player9 (xgnsamt2497, #0007044A). ‘Ship_Race2_L_T1_Faction2’
22:44:58.360 CMBT | Spawn SpaceShip for player10 (marecita, #0007CE0E). ‘Ship_Race1_M_T2’
22:44:58.361 CMBT | Spawn SpaceShip for player11 (garen, #00081004). ‘Ship_Race2_L_T1_Faction2’
22:44:58.362 CMBT | Spawn SpaceShip for player12 (Arhua, #000837BF). ‘Ship_Race3_L_T1’
22:44:58.364 CMBT | Spawn SpaceShip for player13 (POMBUR, #0007C98C). ‘Ship_Race2_S_T2’
22:44:58.365 CMBT | Spawn SpaceShip for player14 (Magefire, #0005DCEE). ‘Ship_Race2_L_T2’
22:44:58.366 CMBT | Spawn SpaceShip for player15 (DeadAlive, #0007A371). ‘Ship_Race2_M_T2_Faction2’
22:44:58.367 CMBT | Spawn SpaceShip for player16 (AidoSer, #00058290). ‘Ship_Race3_S_T1_Faction2’
22:44:58.369 CMBT | Spawn SpaceShip for player17 (Pepperz, #0005022B). ‘Ship_Race3_L_T2_Faction1’
22:44:58.370 CMBT | Spawn SpaceShip for player18 (joaotemplario, #00059ED3). ‘Ship_Race3_L_T2_Faction1’
22:44:58.372 CMBT | Spawn SpaceShip for player19 (PlaYZer0, #00040447). ‘Ship_Race3_L_T2’
00:55:46.703 CMBT | ======= Connect to game session session 2185273 =======
00:55:49.614 CMBT | ======= Start gameplay ‘Control’ map ‘s1338_devilsjaw’, local client team 1 =======
00:56:17.544 CMBT | Spawn SpaceShip for player0 (geoleo, #00083A97). ‘Ship_Race3_S_T1_Faction2’
00:56:17.546 CMBT | Spawn SpaceShip for player1 (NNAAAMM, #000193AA). ‘Ship_Race2_L_T2_Faction2’
00:56:17.548 CMBT | Spawn SpaceShip for player2 (sleepnaught, #000811C0). ‘Ship_Race3_M_T3’
00:56:17.549 CMBT | Spawn SpaceShip for player3 (Flandel, #0003E977). ‘Ship_Race2_M_T3_Faction1’
00:56:17.551 CMBT | Spawn SpaceShip for player4 (Madeix, #00041257). ‘Ship_Race1_S_T1_Faction2’
00:56:17.552 CMBT | Spawn SpaceShip for player5 (SHARKMAN71, #00026E8A). ‘Ship_Race3_M_T2_Faction1’
00:56:17.554 CMBT | Spawn SpaceShip for player6 (woodstar, #00083D4B). ‘Ship_Race3_L_T2_Faction1’
00:56:17.556 CMBT | Spawn SpaceShip for player7 (HighLark, #0005719B). ‘Ship_Race3_S_T1_Faction2’
00:56:17.557 CMBT | Spawn SpaceShip for player8 (Sabo1, #00015C72). ‘Ship_Race2_M_T2_Premium’
00:56:17.559 CMBT | Spawn SpaceShip for player9 (HotShot, #0004A681). ‘Ship_Race2_L_T1_Faction2’
00:56:17.560 CMBT | Spawn SpaceShip for player10 (Volkoz, #00043649). ‘Ship_Race2_L_T1_Faction2’
00:56:17.562 CMBT | Spawn SpaceShip for player11 (HmngBlader, #0007420A). ‘Ship_Race1_M_T2’
00:56:17.563 CMBT | Spawn SpaceShip for player12 (Moros, #000849FF). ‘Ship_Race1_L_T1_Faction2’
00:56:17.565 CMBT | Spawn SpaceShip for player13 (sfreud2229, #0007FB4C). ‘Ship_Race3_M_T2_Faction1’
00:56:17.566 CMBT | Spawn SpaceShip for player14 (Dillon2401, #0008075B). ‘Ship_Race3_M_T2’
00:56:17.567 CMBT | Spawn SpaceShip for player15 (Ycoz, #00067EAA). ‘Ship_Race3_S_T1_Faction2’
00:56:17.569 CMBT | Spawn SpaceShip for player16 (Dazarco, #000817EB). ‘Ship_Race2_M_T2_Faction2’
00:56:17.570 CMBT | Spawn SpaceShip for player17 (Cerealkilla408, #000568CC). ‘Ship_Race1_S_T1_Faction2’
00:56:17.571 CMBT | Spawn SpaceShip for player18 (argonis, #0000D3EF). ‘Ship_Race1_L_T2_Faction1’
00:56:17.573 CMBT | Spawn SpaceShip for player19 (PacTaKoTuK, #0007D553). ‘Ship_Race3_M_T2’
Synergy:
1. I had several ships with max synergy before this patch. Now it’s only 7/8. Am I missing something or was this intentional?
- If you MUST keep the synergy to level up, please make it so you can FREELY transfer synergy from one ship to another. That way you do not have to play every ship to advance. Many people do not like certain ships that are required for advancement. Any fee should be a reduced synergy transfer (I.E not all possible synergy is transferred unless paid by cash).
Here are some random things I would like to see changed:
1. Please increase loyalty gain
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Please change the paint and stickers to permanent.
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Please warn the community of intended changes prior to patching. Not a day or two ahead but rather a week or so.
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Please allow Steam posts to stay. People will criticize, people will praise. However, by deleting them it just gives off a bad reputation, and F2P lives off reputations. In fact, all games and anyone involved in the gaming business survives on reputation. Ask Microsoft.
Closing thoughts:
The Patch has potential, but I fear that is was implemented without prior thought or regards to the community’s wishes. I fear that we will lose more of our community with each unannounced patch that completely overhauls the games mechanics that is not in the community’s wishes. That being said, change is not always bad and as a community we must find a happy medium. Not all changes are bad, but not all changes are needed, required or wanted. Forcing people to play a certain style should have its limits, along with limits of a game allowing people to influence their decisions. I am a paying customer, having bought several CS ships (mostly for the non-repair cost) and I find the argument of paying vs. not paying for a game and the value or degree of input from both paying and nonpaying customers a moot point. A F2P model needs paying customers, but it also needs a substantial player base. Any good input or feedback is good as long as it’s constructive. It matters not if it came from a veteran or a completely new player. We should judge the input from its value rather than its source. Hopefully this will be my last post as well as my first!