LRF torpedoes are a joke. Not only can they be shot down easily, they have to travel and a long CD.
They also are a joke in damage. Why would anyone take a jericho LRF instead of a empire one?
LRF torpedoes are a joke. Not only can they be shot down easily, they have to travel and a long CD.
They also are a joke in damage. Why would anyone take a jericho LRF instead of a empire one?
LRF torpedoes are a joke. Not only can they be shot down easily, they have to travel and a long CD.
They also are a joke in damage. Why would anyone take a jericho LRF instead of a empire one?
Area denial, at this point. Both are effective at that, not at killing. Took my Ira Deus out for a spin, last night, was severely disappointed that I couldn’t even do ANY damage whatsoever.
The empire ones are very efficient, and can nearly insta hit, especially combined with tachyon charge. And do a good amount of damage(Read: insta-kill inties and severely damage fighters)
The jericho’s don’t do any damage against anything unless you hit someone with 3 of them at the same time.
The empire ones are very efficient, and can nearly insta hit, especially combined with tachyon charge. And do a good amount of damage(Read: insta-kill inties and severely damage fighters)
The jericho’s don’t do any damage against anything unless you hit someone with 3 of them at the same time.
Empire is powerful. Get an Mk.IV main weapon and you can one shot some fed fighters. The only downside it is can be difficult to use your F weapon and be actively involved in your team at the same time. Part of it to me is just the time it takes for that first change. The most important thing is just having an Mk.IV main weapon. I was using a purple HB before all the module changes. I just picked the purple weapon and called it done. I don’t know how it scales to other Jericho LRF’s, but Templar AE can do 9k damage per direct hit plus radiation, 3k more damage per hit over Mk.I. Empire LRF can do almost 12k per hit but requires line of sight and a red glow.
I never really worried about interceptors too much, it seems like the good players don’t bother and the bad players die.
Worth noting that “red tracer laser” is not pointed at the enemy you’re firing at if you’re good enough. Proper mechanic is “firing from the hip”, where you point elsewhere and only take aim just as you’re about to shoot. That way victim gets no real warning.
I’m not good enough at sniping in FPS games to do this, but I’ve had that done to me a lot of times in upper tiers. It’s a sign of a good sniper.
Yeah, if you do this enemies wont know what hit them. Thankfully for those i sniped, im back in jericho lrf and engies again
I may like increased sensor range on my recon but I dont want it on my gunship
That’s the beauty of it
Is it detrimental to the game? No, but the current implant system encourages people to only play one role at a time which is bad for teamwork when you have a bunch of players who wont change roles mid game due to having improper implants for the roll they want to switch to.
The beauty of what? Having implants that arent suited to the roll Im playing? If anything I think its bad for the game overall because people are less likely to change ship roles mid game to suit their teams needs if they know they’re stuck with implants that aren’t suited to the roll their changing to. The current system is fine if you only play one ship at a time but for anyone who switches rolls mid game to suit the team its borderline punishing.
The current system is fine for me. I fly ships of each class from all three factions and I don’t have any issues, because I pick my implants knowing that I have to cater to a wide range of ships.
Is it detrimental to the game? No, but the current implant system encourages people to only play one role at a time which is bad for teamwork when you have a bunch of players who wont change roles mid game due to having improper implants for the roll they want to switch to.
While I agree that the system limits you, in the end is logical: If you want to focus in one role, and specialize in it, you must take all the implants for that class. Otherwise, you’re forced to be a “Jack of All Trades” and search some kind of balance in which implants you choose.
Like the 2 others said, implants are there to boost your performance in either all ships at once but mediocerly, or only a limited amount but great boosts, working as intended I’d say 
implants are your “modifications” for “all ships” over the board. making them per-ship would mean they have the same role as fitting items.
not only would it make every ship in your arsenal being a cookie cutter build in the end, also again people with better sense for fitting would only get a complete advantage.
so, working as intended.
you can really use a more generic implant approach and it will benefit all your ships. i have ships from all factions using multiple roles, never had the feeling my implants would not serve them.
Worth noting that “red tracer laser” is not pointed at the enemy you’re firing at if you’re good enough. Proper mechanic is “firing from the hip”, where you point elsewhere and only take aim just as you’re about to shoot. That way victim gets no real warning.
I’m not good enough at sniping in FPS games to do this, but I’ve had that done to me a lot of times in upper tiers. It’s a sign of a good sniper.
I had plenty of times instead of sniping them with skill, I’d position my cursor a couple inches before the targeting reticle and let them fly to it. Then you only need to time your mouse click. I never got the chance to get too many pixel hunters but I got a few on moving targets. LRF pixel hunters were the easiest.
Implants are for tuning and compromise. A good example is Empire R6 vs Fed R6. If your critical chance is above 15% Fed R6 is better than Empire R6. I haven’t done the math for Jericho R6 with lasers, but the projectile speed is a player choice.
Well, after some playin i came to the conclusion that the game is better than 2 weeks ago, it is more enjoyable. At least in T1 even with maxed ships full purple i wasnt being put against T3 ships (2 man squad) and thats an improvement.
But then, after maxing all T1’s i went for T2’s. grabbed the first line of T2’s there is, and i was fighting R9, so basically it was a complete mayhem because we were being put against groups with maxed R9 ships, 1500 DSR and on our side only average to low skilled pilots, with all sorts of T2’s and very few T3 while the enemy team was filled with raging T3’s.
When i went to fly some T3 with 2-man squad, we were fighting SQUADS of T4 R12 players, and since the ships are not balanced the best gunship the empire have for example is the phobos, who is R7. Needless to say that my R7 phobos was barelly scratching anything on the enemy team since they had interceptors with 15k surv. fighters over 20k (even gunships) while mine is much lower. And that’s not even accounting for the insane dammage they were able to do with their increased Tech Ships, but at least on that battle we had some good T4 too, but still, me and my brother, we felt like the T4’s were pulling our weight since our barelly mk2 weapons wouldnt necessary dammage the enemy ship, so that needs an urgent fix.
Ship tree balancing…
How come that empire and federation has NO MAIN R9 SHIPS WHATSOEVER? Empire mains are Recon, Gunship, LRF sniper. And all of them goes up to R7 then have to leap to R10 or R11. Federation is exactly the same but i think there is 1 main ship that gets to R9. And Jericho has ALL OF ITS MAIN SHIPS reaching R9.
So, to make things worse, if i want a gunship R9, i have to level up an entire line of tacklers to get to a FEDERATION gunship R9, even tho i prefer the empire gunships… Thats shamefull. Same goes for other ships aswell.
Why dont you move the ships to the correct way it should be? Or, make a great job by making all ships in some tier with the same eficiency (same number of slots, passive and active) but change among the diferent types in that tier the distribution of the slots, like one gunship with 2 processor passives, and another one with 2 engine passives, or 1 processor and 1 engine so we can have variety of setups without losing power.
The game got a lot better than when you started that voucher thing and started mixing up tiers, but also, the voucher grind is massive, i didnt even felt the increase in voucher drops as was stated, for me nothing has changed on that aspect, and synergy and credits gain are still laughable.
SO i hope the devs take note, and dont become like the game called Infestation: survivor stories, where the game had everything to become a hit, but was ruined because of the developers.
…
Ship tree balancing…
How come that empire and federation has NO MAIN R9 SHIPS WHATSOEVER? Empire mains are Recon, Gunship, LRF sniper. And all of them goes up to R7 then have to leap to R10 or R11. Federation is exactly the same but i think there is 1 main ship that gets to R9. And Jericho has ALL OF ITS MAIN SHIPS reaching R9.
You speak about T3. T3 is balanced _also (but not only) _against the golden ships and the DLCs. You not only have a Gunship as golden ship in empire, you also have an almost T4esque gunship (Desert Eagle) as DLC. Federation brings a Guard in T3, but has a golden engineer with the alligator 3, while the anaconda is still a very good healer.
Additional niches, like a decent fed T3 recon are solved in the pirate packs.
Especially, because the Gunship is strong in empire, you can very well play with the Phobos in T3, while in later tiers this kind of balancing would not have worked.
In T5 however, on R15, every empire has the “race” roles as ships in every class.
The game got a lot better than when you started that voucher thing and started mixing up tiers, but also, the voucher grind is massive, i didnt even felt the increase in voucher drops as was stated, for me nothing has changed on that aspect, and synergy and credits gain are still laughable.
On this I agree. Vouchers are quite hard to grind, except I don’t feel it yet, since I got tons of loyalty on the bank. You will still grind more for credits.
SO i hope the devs take note, and dont become like the game called Infestation: survivor stories, where the game had everything to become a hit, but was ruined because of the developers.
I really had to google that title, to see, you mean WarZ. Sorry, to bring it to you blatantly, imho WarZ was a fraud from the start, and aimed to create something like DayZ, as it became successful, very fast (especially after announcing the standalone in DayZ back then); almost every hardcore Dayz fan knew that long before the steam fiasko. Even if the devs were honest about that game as persons, the motives behind the game were doubtebly so, so it is really a terrible game to compare anything with. The original is DayZ, and could not be topped.
It also had nothing to become a hit, because it was clear from the start, that game had no qualities to be a classic game, especially if you could actually compare it with the original; it was reviewed by frankie pretty early, and had a great interest from the dayz crowd, but all it really was was a shooter with a zombie theme; which the actually pretty developer crowded arma scene quickly pointed out anyway.
Otherwise, if you read all the controversies to that title, it really just seemed like a money grab.
LRF torpedoes are a joke. Not only can they be shot down easily, they have to travel and a long CD.
They also are a joke in damage. Why would anyone take a jericho LRF instead of a empire one?
Oh come on now… guess you haven’t run into a group of Jericho LRFs that actually know what they are doing ?
Most torpedo’s will take out anything smaller that a frigate with one
Can take out another LRF with two… occasionally with one… when they are too involved in whatever they are doing to get out of the Radiation cloud.
Guards take a bit more… 3-4
Frigates can be taken out with 2-3
I have both…Empire and Jericho and use them … they have there points… and can utilized quite effectively in area denial. But folks tend to get annoyed being blown up or sniped… so after awhile… your become the point of focus. I been practically begging for the ability to carry more than 2 mines…
Oh yea Bomb carriers are my favorite and priority targets :Dwop
I really had to google that title, to see, you mean WarZ. Sorry, to bring it to you blatantly, imho WarZ was a fraud from the start, and aimed to create something like DayZ, as it became successful, very fast (especially after announcing the standalone in DayZ back then); almost every hardcore Dayz fan knew that long before the steam fiasko. Even if the devs were honest about that game as persons, the motives behind the game were doubtebly so, so it is really a terrible game to compare anything with. The original is DayZ, and could not be topped.
It also had nothing to become a hit, because it was clear from the start, that game had no qualities to be a classic game, especially if you could actually compare it with the original; it was reviewed by frankie pretty early, and had a great interest from the dayz crowd, but all it really was was a shooter with a zombie theme; which the actually pretty developer crowded arma scene quickly pointed out anyway.
Otherwise, if you read all the controversies to that title, it really just seemed like a money grab.
Well, comparing this game, star conflict, with eve online for example, every Eve online player wants in some way pilot the ship itself not only issue commands, so basically this game is aimed to get those pilots to actually fly spaceships here, but the decisions comming from de developers currently makes me wonder if this isnt the same as WarZ, a money grab, since everything is very expensive (GS things) the basic pay to win mechanics or pay to grind 100000x less (which basically is pay to win). That ludicrous increase in prices of red and black paint a few patches ago, that now has been adjusted again. The stealth increase in T1 premium ships i think 2 patches ago that bumped from 660gs to 850gs. The fact that people are scared to use money on this game since if you pay GS for example to upgrade a weapon to MK3 since the next patch might ruin that weapon as people were complaining about weapons that are greatly affected by spread such as RF blasters becoming much less efective due to fewer processor slots, along with shrapnel cannon.
So basically, that is a mechanic to “force” people to buy GS to change weapons because now the better one is another one diferent from the one he used 3000gs to upgrade last week.
the slight reduction in prices to upgrade some weapons that prob next patch will be ruined so you need to spend more GS to upgrade another since the one u just upgraded turned to rubish.
Im sorry, but i fail to see this game as a proper game, it is much more likely to be that faulty arcade ppl from the 80’s and 90’s will remember that sometimes stuck in the middle of the game so we have to buy another round.
…every Eve online player wants in some way pilot the ship itself not only issue commands,…
okay, i’ll give an argument to this about this one, too, but lets not lose ourselves in detail, because i do not want to completely disagree with you, only to two points: it’s not pay2win, and this game has a different relationship to eve, as warz had to dayz.
…of course eve online would not work this way technically, because eve is an mmo with a dynamic server side simulation approximated by your client, this here is an action title with instanced stateful simulation, with a higher clock rate. usually eve online players do understand this to a certain extent, and do know, eve could never be like this and at the same time having those 3k fights; and to be honest, from all mmo-sandbox titles, especially eve does things pretty nicely to keep the action up, while actually being strictly reactional in it’s interaction with the world (you double click in space, you gotta wait til server say that ship turns there).
I did fly ceptors and stealth bombers in eve, so I do know, there is a certain degree of possibility to use flight skills, but mainly, it’s a position and logistics game.
but with this comes, that this game has it’s own gameplay, and it’s own originality - while warz was clearly just a “how can we monetize a plagiarism” - which ain’t bad as long as you do stuff better which you steal and do not overstate what you want to deliver. this is in a completely different genre, than eve, being an mmo lobby based 3d fps engine, while eve is a mmo rpg (closed) sandbox. warz and dayz however are both semi-3d fps titles.
you could argue, that eve offers a greater depth of play for the same amount of money, but actually, eve is more expensive in the long run, because even the plex you buy for isk, has to be bought by somebody, and without the investment of at least 1 year of gameplay, you cannot really hope to play eve for free; usually it takes at least 2 alts for 1 year, if you don’t have any ingame relationships, which boost you, to get to a point, where you can pay at least one alt from ingame farming, except you can still pull off a pyramid scheme in the pyramid scheme. both games provide their own server infrastructure, which needs cash, both games are developed in a “steady state” (i bet even after release, this game will develop further), which needs cash, too.
of course the GS prices, the whole balancing, etc. is an arm wrestling match here, and there are quite some GS sinks, which are way overpriced. but it is not pay2win, because you can reach everything by play.
i don’t completely argue against your points, tho’, some seem pretty valid. but comparing this game’s development to warz would be quite unfair; as is calling it pay2win. but i agree, that the grind is enormous, even if you do put in a lot of coins. 
it also isn’t really playable while you watch tv, which you can do in the eve instant messenger excel sheet system 
mind, this comes from a person, who has sometimes an annoyingly critical voice here, and whishes for way more progression, and an increase in depth in the game, and specificly came directly from eve (mainly, because i loved 3 things about eve: module fitting, ship spinning and the strategic/social play in corporations. i miss the third one a bit still, i can perfectly live without mining asteroids, traveling forever to get ganked 2 systems from home, traveling forever to see action, or sometimes being locked down somewhere without the possibility to act)
i also loved the market, which obviously wouldnt work in this game the same way, but i do not miss it. i only miss some element which you could do more layed back, while letting your body metabolize the adrenaline from the action play.
I just hope you can use something from this what i just wrote; but this discussion can be actually found all over the forums already
also, at least we don’t pay colors or stickers for rent anymore! 
since this goes off topic, if you whish to discuss further (I don’t see a point in it tho), pm me, or move to general, mainly, that’s my point. so i agree to your frustration, just not completely to this two points.
You speak about T3. T3 is balanced _also (but not only) _against the golden ships and the DLCs. You not only have a Gunship as golden ship in empire, you also have an almost T4esque gunship (Desert Eagle) as DLC. Federation brings a Guard in T3, but has a golden engineer with the alligator 3, while the anaconda is still a very good healer.
Additional niches, like a decent fed T3 recon are solved in the pirate packs.
Especially, because the Gunship is strong in empire, you can very well play with the Phobos in T3, while in later tiers this kind of balancing would not have worked.
In T5 however, on R15, every empire has the “race” roles as ships in every class.
That’s not correct. Empire’s first role is Gunship, ergo in T3 the rank 9 should be a Gunship, period. There’re ppl who can’t and will not want to buy GS just to have a proper Empire Gunship on T3, it’s just not xxxx correct.
Same with Swarm and Black Swarm.
The same way with Fed, why the hell I have to pay real money to play the Fed’s first role in Fighters, Tackler? It makes no sense.
Same with the rank 7 Recon, it should be 8, Anaconda a Guard and Anaconda-M an Engineer.
And I have the Desert Eagle, Nukem II, Bear and Parallax, but I still find this tree incorrect. The only proper tree is the Jericho one, because it was added last. The only bad thing in that tree is Ira Deus, it should be rank 8, and Crus A, it should be a premium Guard, not a premium LRF.
Then why the hell Katana-S is not a Tackler? we have the Strong and the Dragonfly, we also have the Spirit as ECM, why Kris-AE is not a Cov Ops?
I had plenty of times instead of sniping them with skill, I’d position my cursor a couple inches before the targeting reticle and let them fly to it. Then you only need to time your mouse click. I never got the chance to get too many pixel hunters but I got a few on moving targets. LRF pixel hunters were the easiest.
That’s not how it works. It shows where you’re aiming with your sniper gun regardless of lock on status. If person flies straight into aiming laser tracer, that’s just pure idiocy.