Then we apparently play on different servers or something, because the most i have seen on was like 1.8k…
That’s right, 5k people. Or very close to that number. This was BEFORE the ship revamp.
2k has been the approximate max during prime time long before 0.8.0. I think biggest loss came during the initial contract nerf fiasco, when game went from something around 3k to 2k.
5k was back during steam release with massive influx of new players. That has slowly ebbed to the current ~1.5k with a couple of big losses in particularly bad patches like those 0.7.x patches that really held a lot of negatives and little positives in them (contracts etc).
I don’t think there was a meaningful dip in players when roles came. Some probably left and some came back. Overall, I’d say that new roles were fairly successful even though as any large reshuffle it brought significant balance problems into the game.
I like these roles. A big + point for me.
2k has been the approximate max during prime time long before 0.8.0. I think biggest loss came during the initial contract nerf fiasco, when game went from something around 3k to 2k.
5k was back during steam release with massive influx of new players. That has slowly ebbed to the current ~1.5k with a couple of big losses in particularly bad patches like those 0.7.x patches that really held a lot of negatives and little positives in them (contracts etc).
I don’t think there was a meaningful dip in players when roles came. Some probably left and some came back. Overall, I’d say that new roles were fairly successful even though as any large reshuffle it brought significant balance problems into the game.
Nah, the biggest loss was around 1 week after the ship revamp. I still remember seeing 4-5k a few weeks after the game hit Steam only after TotalBiscuit’s “WTF IS” video. But yeah, the rep nerf killed off half of the community and it’s been downhill since.
I don’t think it was the implementation of the class system that killed it - it was the obliteration of the ship tree. Factions became meaningless and tiers were mixed. Update after update goes by with no sign of fixing this, and so people drift away.
There should be more of a difference between flying an Empire Engineer and Fed Engineer than whether you tank hull or shields, just like there used to be a difference between flying Vanguard and Armada Engineers.
Hm, so you want game to be more like nowadays’ shooters? Two weapons+grenades (rockets in our case)? But how many pilots would agree to this kind of game?
Please dont implement that.
I LOVE the variety of weapons I can equip my ships with. The Modules and the guns mean for me more diversity and new ways of gameplay. This is what makes the game superior to titles like WoT imo, because you dont go for the best weapon you can research, instead you can have some sort of adaptive gameplay.
yeah but what if each class had 3-5 guns to choose from?
it’s like restoration modules, class limited - strength tailored for each class but every one has their own.
yeah but what if each class had 3-5 guns to choose from?
it’s like restoration modules, class limited - strength tailored for each class but every one has their own.
I still think its fine atm.
But it might be an idea if we had MOAR guns overall.
For now my main concerns are Frig-balls (with the possible solution in “beacon hunt” to randomize the beacon-activation)
and the (imo) too strong / or too often direct heals.
And (not to forget) the by far too OP CovOPs + Rapid Rails builds.
For now my main concerns are Frig-balls (with the possible solution in “beacon hunt” to randomize the beacon-activation)
and the (imo) too strong / or too often direct heals.
And (not to forget) the by far too OP CovOPs + Rapid Rails builds.
Frigballs need fixing, but it’s hard to come up with a solution that doesn’t ultimately make it worse.
Beacon Hunt DOES need to be randomized so as to avoid everyone camping the next beacon.
Engineer heals is what’s op’d. At least on themselves.
CovOps are only OP’d in T3. In T2, they just have way too many modules to pick from.
Rapid Rail builds are incredibly OP’d. The sheer burst damage you can get on a Gunship is just… insane. And in Ceptors it’s even worse, I’ve been using them since the buff… good lord… it’s just too much dps laying down on ships. Far more than RF Plasmas…
difference between flying Vanguard and Armada Engineers.
I think you’re looking back on this through rose tinted glasses. There was very little difference between subfaction ships, and where there was a substantial difference usually one was clearly better than the other so everyone went for that one. Vanguard vs Armada drones was one of the few that was any kind of choice. Microwarpdrive, Chameleon, Disintegrator and Guided Torpedo were no brainers which to pick, while Tachyon Cocoon, Phase Shield and Overdrive were so similar it was meaningless.
Please fix some of the tutorial contracts:
Some of them only count if I go back to T1.
Now I have the contract to destroy 100 ships and I cant fullfill that one in T3.
Last time I went back to T1 to use the target-painter on 5 ships (for an other contract), it ended up with me having 14 kills and a fear me.
Beginners will get raped by vets if this doesnt get fixed.
Please fix some of the tutorial contracts:
Some of them only count if I go back to T1.
Now I have the contract to destroy 100 ships and I cant fullfill that one in T3.
Last time I went back to T1 to use the target-painter on 5 ships (for an other contract), it ended up with me having 14 kills and a fear me.
Beginners will get raped by vets if this doesnt get fixed.
Part of the issue there is the game is also finnicky about whether a ship counts or not. I had the “get 100 kills” contract as the Federation and only Fed ships counted. Since my only T2 Fed ships worth flying are Covert Ops it was bloody slow going; if I was able to rock up in my Empire or Jericho ships I could have clocked it in half the time and wouldn’t have to keep dropping into tier 1.
Part of the issue there is the game is also finnicky about whether a ship counts or not. I had the “get 100 kills” contract as the Federation and only Fed ships counted. Since my only T2 Fed ships worth flying are Covert Ops it was bloody slow going; if I was able to rock up in my Empire or Jericho ships I could have clocked it in half the time and wouldn’t have to keep dropping into tier 1.
I did that contract without ever touching Fed ships, tbh…
Part of the issue there is the game is also finnicky about whether a ship counts or not. I had the “get 100 kills” contract as the Federation and only Fed ships counted. Since my only T2 Fed ships worth flying are Covert Ops it was bloody slow going; if I was able to rock up in my Empire or Jericho ships I could have clocked it in half the time and wouldn’t have to keep dropping into tier 1.
I was flying my Tiger II today and had 2 kills.
The contract still says 0/100.
Frigballs need fixing, but it’s hard to come up with a solution that doesn’t ultimately make it worse.
Beacon Hunt DOES need to be randomized so as to avoid everyone camping the next beacon.
Engineer heals is what’s op’d. At least on themselves.
CovOps are only OP’d in T3. In T2, they just have way too many modules to pick from.
Rapid Rail builds are incredibly OP’d. The sheer burst damage you can get on a Gunship is just… insane. And in Ceptors it’s even worse, I’ve been using them since the buff… good lord… it’s just too much dps laying down on ships. Far more than RF Plasmas…
:facepalm:
HAZARD VIRUS [V2.2]
Range: 1800m
CD: 100 seconds
Duration: 12/16/20 (Interceptor/Fighter/Frigate respectively)
Energy Consumption: 180
Description: Infects the target with the HAZARD virus. The HAZARD virus prevents the target from using restoration modules and prevents healing altogether. This includes the Mass Shield Generator, the Nanodrone Cloud, and the Remote Hull Repair/Shield Generator. Natural shield regeneration and the Regenerative Hull Modifier are left untouched.
An infected target will spread their infection over a 1500m radius to any ships ( friendly, hostile or you ) that remain within that radius for 10 seconds. The duration of the effect depends on the size of the target - larger targets will be infected for longer.
Note that captains in combat reconnaissance cannot receive the virus via their team members.
I’ve lost count how many times I’ve posted this…
- Engineer remote self heals are OP. Percentages are called for. (This would also remove having to use different repair kits and shield boosters for Intys/Fighters/Frigs. Activating one could just give you 35% of your hull/shields back)
- Cov Ops are OP in T2. I’ve seen it so many times. RFR + Enhanced Shells + Orion + Plasma Arc + SD + WNJ = pwnage.
- RFRs. Make these actually rapid fire and not fast firing kinetic hail plasma.
I’ve lost count how many times I’ve posted this…
- Engineer remote self heals are OP. Percentages are called for. (This would also remove having to use different repair kits and shield boosters for Intys/Fighters/Frigs. Activating one could just give you 35% of your hull/shields back)
- Cov Ops are OP in T2. I’ve seen it so many times. RFR + Enhanced Shells + Orion + Plasma Arc + SD + WNJ = pwnage.
- RFRs. Make these actually rapid fire and not fast firing kinetic hail plasma.
Your attempts at self-advertising are uncalled for <.<
But yet, that is a decent solution for them.
CovOps in T2 are not OP’d in T2. Just because you can’t steer your Frigate, doesn’t mean you automatically explode the second you even spot one. Plasma Arc is what’s OP’d in them.
RFRs are basically shotguns. I’d hate for that function to be removed but it does need a nerf.
Your attempts at self-advertising are uncalled for <.<
But yet, that is a decent solution for them.
CovOps in T2 are not OP’d in T2. Just because you can’t steer your Frigate, doesn’t mean you automatically explode the second you even spot one. Plasma Arc is what’s OP’d in them.
RFRs are basically shotguns. I’d hate for that function to be removed but it does need a nerf.
I posted it because it is a viable solution and no-one seems to care, instead content with moaning about it.
CovOps are most definitely OP. Check the interceptor balancing in T2.
RFRs are - like I said, the equivalent of faster-firing kinetic damage hail plasmas. With a shorter range.
Your attempts at self-advertising are uncalled for <.<
But yet, that is a decent solution for them.
CovOps in T2 are not OP’d in T2. Just because you can’t steer your Frigate, doesn’t mean you automatically explode the second you even spot one. Plasma Arc is what’s OP’d in them.
RFRs are basically shotguns. I’d hate for that function to be removed but it does need a nerf.
The person complaining is flying a R4 frig. I imagine even R6 recons ints feel OP in that trash can.
Just reminding the devs: FIX THE LOOTING PLEASE.
Right now looting is really causing me to start disliking this game…I love the game mostly, but the looting is really annoying. I just saw 3 experimentals, an 2 militaries after 1 match, and all debris! I don’t think ive looted ANYTHING in the past 2 days…\
Edit: For a certainty, 210 minutes current session, i think 20+ debris…even with the old system i had more drops! This is NOT an improvement! It never was!
The person complaining is flying a R4 frig. I imagine even R6 recons ints feel OP in that trash can.
EDIT: That’s on a different thread.
Anyway, CovOps can absolutely trash the Alligator C. I’ve had it done to me. I died. In 8. Seconds. This just does not feel right.
And before you even start , I think I should point out that not all of us have been able to reap the benefits of previous patches. Not all of us have easy access to T3 mk3 modules. Not all of us have managed to find countless experimentals for our ships. Not all of us have been exposed to the wonders of 0.7.x.
So before you start hammering down on players who fly R4 ships, try thinking. Maybe they can’t afford/aren’t able to use the best modules. Maybe they can’t afford a better ship. Disregarding someone’s advice because they use something that you disdain is both disrespectful and snobbish. Please don’t. It makes me resent you and I don’t want to resent anyone on these forums.
EDIT2: You don’t actually give that ship enough credit. It’s fairly good with Hail Plasmas equipped.