This is also much more clear now. You’re good with piloting and have a high rating - you are most likely to become a captain.
I don’t fully agree with this, it shouldn’t be automatic. Take the highest DSR pilot, and pick all the pilots within like 150 points of him, use the logs to get an idea. Select the captain from that pool. We want decent pilots as captain. We may want the DSR farmers farming… Yeah, I just said that.
Bad Guards will die, Good Guards will survive.
Guards just die.
All changes take time. What most of players seem to misunderstand is that there is a developement plan and it is quite hard to allocate time and resources in order to satisfy all of the needs momentarily. Moreover, statistically-wise both hulls and shields are on par. Yet after recieving enough feedback from our players we have decided to look into this situation once again.
There are no promises, we will just look more into it.
It must have become clear over the past few months that we do listen you, yet, some of our players want changes to have lightning-speed pace.
The stats could be confusing healing with immediate survivability. The hull tanked ship will take longer to get up to 100% than the shield tanked ship, but it’s more likely to survive the fight that forced it to hull tank. Also, the debufs for the hull boosters are not bad as the debufs for the shield boosters. At the same time, Adaptive Shield is a shield and hull module.
It seems to me that you’ve misunderstood )
Oryngton asked why barrier is still pierced by singularity - the answer is that it may once again lead to frigballs, and that kind of outcome we would like to avoid.
Singularity was intended to combat frigates, and Ion Emitters to combat interceptors. It’s actually reversed. Ion’s more effective against frigates and singularity’s more effective against interceptors. Ion can be brutal to a frigate.
It IS necessary, Ory.
There is one big issue in SecCon at the moment: Nothing can stop recons from capping the beacons if they rush it. Even if there are 2 more recons defending the beacon they will outcap you. And they are not standing still ofc, what makes them harder to hit.
The only thing you can try is to kill them with bubbles and minefields (in a cobo)…
On the other hand: Bubbles got a hefty nerf in SecCon since Friendly Fire is active, what makes them tricky to use (poor Bullwii was my first FF victim).
Whats the bug-fix about? Crashes on Threshold?
Put yourself in their shoes. Would you choose to fight ESB instead of going for beacons? They’re being smart and using strategy.
The invincibility mechanic was causing problems in combat recon, where a captain could sit just behind his own teams spawn zone. this made it impossible for the enemy team to make a true push that included non-interceptors. any attempts to make a group push to the enemy captain would be stopped when reaching the enemy spawn zone and being killed by invincible ships.
This is a welcome addition to combat recon, but I dont think its necessary for other game modes.
In those matches, the captain’s safe. It’s spawn camping to farm and win on kills alone. The invincibility mechanic will only make the farming worse. There is no benefit to this change. Anyway, commands, engineers, and sometimes recons and LRF’s activate something soon after spawning.