What I still dont understand is why the beach balls still go through static barriers. In most cases, the beach ball can take out the engys shields in one-two hits then finish it off in a few more. In many cases where its a team vs team scenario and both teams are in a line shooting at each other, the static barrier does nothing to protect your teammates. Earlier today I was in one of those situations and a few teammates came behind my barrier to heal up because they were on low health, and one guy completely killed everyone with a few beach balls. Its an unbalanced mechanic that either needs to be fixed, or needs a damage reduction when it goes through the barrier
What I still dont understand is why the beach balls still go through static barriers. In most cases, the beach ball can take out the engys shields in one-two hits then finish it off in a few more. In many cases where its a team vs team scenario and both teams are in a line shooting at each other, the static barrier does nothing to protect your teammates. Earlier today I was in one of those situations and a few teammates came behind my barrier to heal up because they were on low health, and one guy completely killed everyone with a few beach balls. Its an unbalanced mechanic that either needs to be fixed, or needs a damage reduction when it goes through the barrier
you dont like the bubblegun? static barrier? how about putting “durability” on the static barriers like they are suppose to have so after they take enough dmg they disappear like the description says (see if you like that) instead of them being immortal till it descides to disappear. now stop being butthurt over one weapon being able to go through that immortal barrier… omg people…
So you are saying that longer engagements allow you to make more mistakes and then you dare call that kind of combat more skill based. I never said anything about one shots either, merely that a drop in accuracy equal a drop in dps and weapons should deal more dmg per shot if we want to have the same pace as we had before the patch. If you come and tell me your accuracy is the same or better than before then I’m going to call you a liar.
That’s the whole point. It’s completely acceptable to miss. Even miss a lot. So long as you get hits when it counts.
There’s a reason why most top end players solved most of the games problems before this patch with “point camera in about the correct direction, press right mouse button, press left mouse button, press button number one, collect your kill”. It was hilariously easy, and gameplay on top end was basically about tactical counter comping, as everyone knew exactly what each class brings to the table and how much damage etc it has. It became more of an RTS then FPS in that regard.
Now the FPS skill, ability to actually hit things you shoot at, is back.
CoD-like “but I should get headshots even if I aimed the other way” attitude isn’t the way to go on PC games. We have accurate controller known as a mouse. It can handle the aiming. You just need to train yourself to be able to do it.
And once again: it’s completely okay to miss. Even best of us easily miss well over half of our shots.I took out entire zerk1’s ESB squad in T4 solo (3v3 with two useless teammates one of whom didn’t get any assists and one who got two) less then an hour ago on a covert ops, and they were flying two recons and a guard, whom I softened by effectively suiciding on him (not with nuke/suicide, I carry neither, but depleting his armor low enough with arc/orioned shrapnel as he killed me with pulsar). Then I just rushed down the guard and 1v2’s both recons one by one. As that happened, I missed a lot of shots. At least one of them was using hitscan lasers, and I killed both of them before I ran out of health. Consider this for a moment, I missed a lot and I still could take out several skillful enemies before they popped me with hitscan weapons. Enemies that could drain my shields even though I couldn’t do the same to them.
That tells you just how powerful the weapons really are, even when you miss a lot. The old system let us hit with such weapons with far more ease than it should be possible.
I prefer the fights as well, and even the timing right now isn’t bad if the team is actually trying to take the beacon.
But then there’s one team at the beacon and your team doing who know’s what.
I’ll admit that when there is a billion inties on a beacon, I will missileship them because they deserve it for sitting on the beacon as an interceptor. Or are you talking about those EMP cruise missiles, because those are BS.
The ints are actually supposed to be the one capturing beacons. Look at the ship bonuses.
current situation in that regard is an anomaly caused by snowballing of the frigate buffs. Originally frigates were supposed to be support force for ints grabbing the beacons.
I already have juggernaut title so I can focus on other things. Like score.
I have a juggernaut too. I even posted the screen shot on the forums. The title’s completely xxxx bullshit meaningless, and I proved it. If you’re trying to care about score, you might not win. Sometimes being effective doesn’t result in kills or assists but in denying control of an area to the enemy.
Pulse lasers on Cov Ops (expecially on cov ops with 20% modules effect increase) works pretty good actually. And that has nothing to do with aim… [honestly all those people around with pulse lasers are funny… they think you don’t need to aim with lasers… and offcourse they just sucks].
I’ve been playing frigates the past couple weeks more than I ever had before. Pulse lasers can deal out damage. If only it wasn’t an interceptor dealing the damage. They don’t realize coil mortar detonates based on proximity, em torpedoes detonate based on proximity, and pulsar just goes everywhere. They do suck outside of maybe 500m, maybe less.
Now lets sum it up, guards are weak, VERY WEAK alone, they only become a wreking ball if grouped with other 2 guards, then they are UNSTOPPABLE, wich is wrong too.
I’ve gotten stranded in a guard a few times. They’re not “VERY WEAK alone.” They can decently handle a 2 on 1. Three on one in any situation with any ships is an almost guaranteed death.
The ints are actually supposed to be the one capturing beacons. Look at the ship bonuses.
current situation in that regard is an anomaly caused by snowballing of the frigate buffs. Originally frigates were supposed to be support force for ints grabbing the beacons.
The beacon was already captured, they are literally sitting on it while no one attacks the beacon. That, and the alert gives them enough time to clear the beacon before I hit it, and they just sit there and let themselves get killed. That’s not how you guard a beacon.
I have a juggernaut too. I even posted the screen shot on the forums. The title’s completely xxxx bullshit meaningless, and I proved it. If you’re trying to care about score, you might not win. Sometimes being effective doesn’t result in kills or assists but in denying control of an area to the enemy.
I was addressing the specific “you have little damage” whine, which I followed up with pointing out that it doesn’t actually matter. So thanks for reiterating my point I guess?
The ints are actually supposed to be the one capturing beacons. Look at the ship bonuses.
current situation in that regard is an anomaly caused by snowballing of the frigate buffs. Originally frigates were supposed to be support force for ints grabbing the beacons.
They are meant to capture them quickly, not sit on the beacon for 2 minutes.
I see inties more as capture & GTFO then capture & hold beacon
If they are meant to hold it, why would they need the bonus.
They are meant to capture them quickly, not sit on the beacon for 2 minutes.
I see inties more as capture & GTFO then capture & hold beacon
If they are meant to hold it, why would they need the bonus.
It’s not something that you as a “lol pulsar everything” guard would ever notice, but interceptors often fight out a tug of war battle for beacons, trying to scratch one another to interrupt capture for a few seconds so they can disable or capture the beacon.
It’s yet another aspect of game’s depth that was brutally murdered by broken guard frigates. Right now, if you don’t capture it fast, you’re dead. Because a broken OP guard frigate ball will wade into it and brutally murder everything that has dared to stay.
Before that, frigates were the ones to stay back and provide heavy cover fire and sniping, while ints and fighters went into melee over the beacon with fighters having more damage and durability and ints having faster capturing speed and better evasion. And it was glorious. Now it’s just glorified two button fest, and that is really sad.
Well the way i see it, lets count what is OP right now shall we?
As in all multiplayer games, the masses converge to the class/build/thing that is most OP because they like to feel powerfull. So, following this thinking lets see something…
When you star a battle, capture the beacons, detonation, domination, what is the most common ship ppl fly? Is it frigates? Is it fighters? No, it is the fking interceptors, all you see is diferent forms of little triangles moving at WTFm/s wreking everyone and themselves.
When we see that one with the captain, we see guards, engeneers (next to the captain), and what? A BUTTLOAD of interceptors.
It is clear to me, that interceptors at this point is the most OP, i may be inexperienced to talk that, but numbers don’t lie, when we see more than half of the team made of interceptors we notice something is wrong… Either the other ships are unapealing to the masses (witch proves the game is broke) or the intyes are OP as i said. I myself have one, a T2 federation something i dont remember the name (cov ops), i survive longer in that than in a guard with 54k ehp surrounded by engeneers and changing phase shield acordingly to dammage. If i get a gunship, i die within a few seconds when a int sees me.
Actually you still see as much if not more “craploads” of frigates, otherwise known as frigate balls. At top tiers, they’re making a comeback because people realized that core things didn’t change - you can still EM torp and pulsar lighter ships to death. You just have a harder time finishing them off, but not by much.
T2 is chaotic because it’s a learner’s tier. No one has a shred of a clue what they are doing in there. Even most smurfs who bother to go down that low are utterly clueless. Drawing balance situation from that is akin to drawing top level WoW arena advice from level 10-19 battlegrounds. That and relationship of ship survivability to damage is completely different than that it higher tiers.
Actually you still see as much if not more “craploads” of frigates, otherwise known as frigate balls. At top tiers, they’re making a comeback because people realized that core things didn’t change - you can still EM torp and pulsar lighter ships to death. You just have a harder time finishing them off, but not by much.
T2 is chaotic because it’s a learner’s tier. No one has a shred of a clue what they are doing in there. Even most smurfs who bother to go down that low are utterly clueless. Drawing balance situation from that is akin to drawing top level WoW arena advice from level 10-19 battlegrounds. That and relationship of ship survivability to damage is completely different than that it higher tiers.
Dude, i fly that cov ops t2 on t3 pvps, and i do t3 pvp, not t2. And what i see in T3 i craploads of interceptors, and in rare ocasions, frigballs. I would say that in 10 battles i find 1 frigball.
Oh, and i forgot one thing, the snipers, both the hydras ones (or variables) or the torpedoes ones, sometimes both teams decide to field 6 snipers each, and when those 12 snipers are torpedoes, then it is hell on space.
Dude, i fly that cov ops t2 on t3 pvps, and i do t3 pvp, not t2. And what i see in T3 i craploads of interceptors, and in rare ocasions, frigballs. I would say that in 10 battles i find 1 frigball.
Oh, and i forgot one thing, the snipers, both the hydras ones (or variables) or the torpedoes ones, sometimes both teams decide to field 6 snipers each, and when those 12 snipers are torpedoes, then it is hell on space.
Yup you are absolutely right except that technically you aren’t playing in T3 even if you do see T3 ships on the other side. In T1 and T2 interceptors got alot of strong points and very few counters. Long range frigates also work pretty well in those tiers since the players aren’t used to them yet and the ships don’t have the necessary survivability to not suffer massive damage. R8 - R9 is currently where the balance suck less in my opinion.
Yup you are absolutely right except that technically you aren’t playing in T3 even if you do see T3 ships on the other side. In T1 and T2 interceptors got alot of strong points and very few counters. Long range frigates also work pretty well in those tiers since the players aren’t used to them yet and the ships don’t have the necessary survivability to not suffer massive damage. R8 - R9 is currently where the balance suck less in my opinion.
Sometimes i even find myself fighting T4’s sometimes, how can i be playing in T2? BTW i have a crus S on my 3 ship setup, and i always queue with my brother who has full t3 ships…
Sometimes i even find myself fighting T4’s sometimes, how can i be playing in T2? BTW i have a crus S on my 3 ship setup, and i always queue with my brother who has full t3 ships…
My bad, I thought you were saying you only had T2 ships in your hangar. So are you seeing alot of interceptors from before or after the patch ?
Ever since i begun playing but i see more and more everyday. I believe that an increase could be justified aswell by the change in aiming, since ints tend to melee oponents, and then the change to aiming wouldnt affect them anyways.
At least when i play with my brother, half of the players if not more, are flying some type of interceptor. Maybe thats something to do with the laggshield provided now with the change to aiming. I felt that myself, done 3k points on a battle killing ships, and the only ships that could hit me were other inties, but since i was flying with other ppl they ended up dying (even thou im a very Ace int pilot) and i was lagging a little too (btw my average latency should be around 300ms or more) and i was feeling benefited from the laggshield.
And with the guard im a giant target, swarms of ints orbit it destroying it in a matter of seconds.
I don’t remember seeing that many ints before the patch except for detonation games which clearly favor them. I haven’t played since Thursday so I’m not sure how it is right now.
I think there’s slightly more interceptors. People who quit using interceptors have gone back to them. I don’t feel it’s much different from two weeks ago.
yeah, i am pretty sure you’ve torped the hell out of that Beacon Hunt game
oh, and for the record: i rarely torp beacons… it just doesn’t make sense any more after the patch. i always wait until the target is within 1km. unless its a last ditch to prevent a station bomb plant.
So you are saying that longer engagements allow you to make more mistakes and then you dare call that kind of combat more skill based. I never said anything about one shots either
i really dont know what there is to argue about… the gauss is useless and i see no change in other guns… positrons better in some cases, worse in others but overall the same.
in the end TTK doesn’t really matter all that much as long as you leave the 1HK out, or keep them to a bare minimum. what really matters is the feel and efficiency of the guns under various conditions…
CoD-like “but I should get headshots even if I aimed the other way” attitude isn’t the way to go on PC games.
bad analogy. the greatest distance in COD/MW is what? 100m? you can throw a knife further than that…
we’re talking about kilometers here. if you compare the size of the target, then the actual spread you need to hit that target is MUCH smaller in SC than any FPS… even battlefield…
ie: at 5km, you need 0.2 degrees of spread to reliably hit a stationary target the size of 100m x 100m.
at 100m in COD, you need 0.2 degrees of spread to reliably hit a stationary target the size of 2m x 2m.
several issues: COD weapons are hitscan… (ie: no travel time)… inties are smaller than 100m x 100m. they also move at 500-700+ m/s (1800-2520km/h), what’s the highest speed on COD/MW? maybe 10-15km/h? 120-210 times slower??? 165 times slower as an average?
for comparison, it means that a target in COD, 100m distant can traverse the same arc (in radians/degrees) an inty can at 16.5km…
basically, units can move about 3-5 times faster than in COD… in relative terms, and weapons are projectile, not hitscan… (better example would have been battlefield, but even that has problems i can shoot down).
in fact, most FPS use hitscan because of the short distances involved. so it means projectile travel time would be negligible, and it also complicates CQC battles due to latency. so weapons like shotgun and snipers (extremely short ad long range) are almost always hitscan, because that’s where latency matters the most.
in battlefield they aren’t, but battlefield ‘stretches’ the player hitbox the faster they move, in effect, the faster you move in BF, the easier you are to hit to combat bad hitreg. more speed = stretching of the hitbox in the direction of motion.
so you see, every game compensates to some degree for laggy conditions.

also, there’s something to think about. if your ship is in the center of that circle, then:
dark blue lines represent the angle your target will traverse when moving along the red line (from top to bottom).
however, if the target alters their trajectory to follow the orange line (same distance), they can actually traverse a larger angle (the light blue line).
but… their traverse rate will not be equal. it will be lower before the purple line (further away), and higher after it (closer). on average, the traverse will be lower over the entire distance. it’s better to use to close the distance vs short range guns because your traverse is highest were it matters vs them. vs long range guns, the red trajectory offers a better traverse.
It’s not something that you as a “lol pulsar everything” guard would ever notice, but interceptors often fight out a tug of war battle for beacons, trying to scratch one another to interrupt capture for a few seconds so they can disable or capture the beacon.
Oh look it’s that same xxxx comment from the same xxxx person again.
I don’t even have a guard in my setup, and my half-fit recon can kill practicly anything given enough time because I rarely get hit. And that is with an empire that doesn’t even go abov e 400m/s yet.