Star Conflict v.1.1.4 Discussion

[BlueSea](< base_url >/index.php?/user/244178-bluesea/)

- Taklers Drones:  we transfered this thought to developers, and they will consider it more attentively.

- Cruise engine:  developers and testers will analize the feedback from forums of different segments and if needed add further adjustments.

- Match Maker:  Playing  4 players sqaud is possible but it will require some time because it’s difficult to find the opponent.

- Nerf and Buffs:  according to our statistics it is used.

 

Suggestion 1: we will consider that closely. thank u

Suggestion 2:this module seems to be very strong and it may influence the control of other players. that’s why we r not planning to make this so far.

Aliskosan, do we get a new patch 1.1.5 this week or next week?

The result is the same, an unballanced game. And I will tell u a few things should been reworked/removed.

 

  • Taklers Drones : I cant be killing drones all the game couse every game has a lot of taklers. I play to kill ships, no drones. Same with interceptors with drones (from invasion, can u tell me on an hipotetic case that thouse ships could been build, where the hell would they carry the drones??? In an spacial bag?), and engi ones.

  • Doomsday missils: This abobination must been out of this game. Playing slow ships: Why the heck I must lose 10.000 or 11.000 (previous resist) HP points? without any skills?Or playing ECM+stasis+DD?? Doomsday m. are even worst in combat recon. People has a ship in his hangar only to play this game mode, shooting his DD, and try to fast finish.

  • Cruise Engine: Where did u see that a fighter is faster than and interceptor?

  • Weapons Bonuses:   The bonus of ships like Nodachi A, that has EM bonus, where EM weapons has supernova, makes this ship unballanced.

  • Match maker: Never seen in my life like game player a worst MM than this one.

  • Nerf amd Buffs : When u do a nerf or buff u must think u are indirectily nerfing or buffing the rest of the game. And u ussually do big buffs/nerfs. Instead go litle by litle, u can buff/nerf a 10% something, if this is not enought,  next patch another 10%. Reecently u nerfed iridium sulgs, in shrapnel results in a +100% spread on this weapon, that means that now killing drones needs more shots. So now taklers are even more powerful, and annoying with their drones.

 

To begin, for now you have a few things to work in. But there are a few more things to work in.

 

 

See u around mate.

 

 

Absolutely nope to both statements!

  • There’s nothing strategic in spamming droes running everywhere like a headless chicken at 700 speed waiting for them to collect casual kills with zero skill!!

  • FALSE again. Just add couple of vernier, drones and bubbles with insanely high area of damage to kill every ceptors… Skill and aim required… nearly zero i’m afraid…

i1024868_screenshot150506192358.jpg

YOu are really really doing wrong with the game recentely!!!

There’s some stuff that it’s clearly broken and fighting ruining (destructor, drones spam, cruise engine, excess of ecm disabling modules) and instead of removing or fixing it you keep adding some new broken stuff trying to compensate the previous mess!!!

Game is turning in a complete arcade laggy mess!!! It’s definetely losing all of the residual simulation aspect!!! Remove the broken stuff and stop wasting time, developing on this crap (sorry for being rude) but really focus on advertising and adding contents!!! Please before it’s too late :wink:

 

MM queue is never friendly for me. I have a suggestion for MM queue from a long time.

  • add separate skill rating for each tier for a player. which will be great & I think it’ll give better MM queue.
  • in each battle the skill rating of both team should be nearly equal so there should not be all strong players in one side.
  • do something about tier rushers those have no idea about battle.

 

Attack drones  don’t do a much in big battles but in 1v1 inties fight they nicely distract opponent.

and Alien monocrystals are limited per day & with premium 9 drones per day if a bit high. so 3 monocrystals = 2 attack drone would be fair imo.

But from forward fleet mission it will be better to rewards iridium/duplicators than attack drones/doomsday.

 

Doomsday Missile they are cheap & real pain for frigates. other ships can dodge it with a normal idea in combat.

Guard’s missile shield is almost forgot by players after devs add a cool-down timer. it can be reduce & I hope then some more players would use it in battle again.

 

Tackler Drones & Cruise Engines are so good enough to win a match then everybody using them should win most of battles But when they encountered a Guard with Radiation beam they don’t start to run ?

There is counter for everything. If you think something is better then why don’t you guys try to use it ? and it is available for all player then who said you not to use them & win ?

Now some can say they need better challenge in game than run or whatever.

your point post is those tacklers are countered your ship. isn’t it ?

If you’ll see carefully then the Rockwell have only one shild & hull slot which doesn’t give a lot defense against damage.

There is Micro-locator & Spy-drones, Radiation beam(insane range), Plasma web, ECM debuffs, Ion Gunship… many counter for Tackler.

 

Again most of players complain about tackler for the main reason is - they start run with full speed when get low hp. Look most of veterans do the same(Run from Death when get low hp, this is call tactics if you agree or you choose to die when get low hp ?)

 

About Tackler module cool down - There some modules in game that actually dont have any cool down as they constantly works.

Example.1 Command ship Aegis & Coating polarizer - Like Valkyrie or Gravi-scanner those dont have any cool down, which should have & which will add more challenge to game.

Example.2 Engineering modules mass shield & nano drone cloud- These 2 modules constantly repairs team mates per second basis or less. The repair measured with per second so can you say that is a real cool-down time ? & repair station cool-down time starts just after you drop them.

Some Enggi just on their buffs & stay behind of team mates. Why not add some active time 30 sec. & 60 sec. cool-down for next time ?

Example.3 Recon ship Micro-locator - why they stay alive after the owner ship dead ? how it is fair to have multiple micro-locators same time from one player ? 

in case of Tacklers there unpossible to place multiple same type of active drones.

 

Tacklers are meant to good counter for interceptors which a veteran pilot can do. 

I see many tacklers easily die vs LRF. fed inties. They have to leave beacon when encountered with radiation beam Guard.

The fact is the player you encountered is a good player & use the Cruise-Bubble-Tackler with an effective way that make you feel like its OP. So if you think it is so good then again try use it & find out how good cruise-bubble-tackler is or thats you.

 

The ECM hack should not be aoe. The idea that players can steal tech off the enemy team with their eyes closed is ludicrous. The hack should apply to a single item and require the target to be either locked onto or under the reticule.

just crafted mk4 new modules but didn’t try it. still think its need balance. The hacked module should not be self-destruct.

Now think about when you try shoot enemy micro-locator. its not easy for some player I bet.

Balance for hack module: 

  • reduce active time
  • affected station/drones/mictro-locator should not self-destruct after effect over.  cuz other players make some effort to kill those thing while this Hack module can bring huge unbalance.

It’s skirmish. Fast paced no queue action games. Who really care about mathcmaking? I though tiers were meant to separate the skill level.

We are not speaking about attack drones (that’s another concern in itself), though they are too good with tackler / cruise engine.

Yup doomsday have many counters. They are fine on most ships. They are just stupid on ecm / tackler / cov ops (and too good to be ignored, not using them put you at a disadvantage).

It’s not because something is available to all player that it’s balanced (see the ecm spam). I don’t want to be forced to use tackler / ecm / frigate to have fun. I like recon / cov ops. Recon is meant to cap objectives faster. It’s not possible now. Cov ops are meant to be glass canon. Gunship / tackler / ecm do the same job damage-wise with higher survivability and same / higher mobility. btw : it’s not the singularity, more the gauss / gravi-beam ones. But the weapon is not the issue here. And yes, I tried them. Hence, I can say cruise-engine came with no trade-off, just a small learning curve to use it efficiently.

Your cooldown comparison make no sense. Those are totally different mechanisms. But I think both aura should be blend in one module to free for active slot on both command and ingie, enabling the use of more active modules.

And please, don’t use destructor as an argument. This weapon is stupid in its own way.

 

I have no problem for tackler to be a hard counter to ceptors. They already have great tools for this. They just don’t need an aim bot drone / doomsday “I one shot you when you can’t escape” for that and a “you won’t ever be able to escape or get to objos before me coz I’m 700 speed hard cap block” cruise-engine. Gauss / gravi laser / inhibitor and a tune down drones + invisibility are more than enough to do their job.

 

Do you see the focal point now? Hint : ecm, tackler, frigball / kill squad that are not even countered by nimble and fast ships on objective maps.

Aliskosan, do we get a new patch 1.1.5 this week or next week?

Good day!) no this week we will not have patch. we will inform about date later.

I really don’t get the Cruise Engine problems. There is nothing illogical about it, it makes your fighter into a jet; it needs adjustment to flight patterns and disables close quarter abilities quite well.
I do understand the dilemma, if used in combination with Tackler drones, but still, it has many downsides; Recons are still quite good at shooting down cruise fighters of any kind. Slowing as well as Energy drain can break a cruise engine aswell, albeit cruise gunships suffer less problems with ecms.

If I would modify something, it would be the base max speed it adds without afterburners, while giving the ab compensation to still reach the same ab-speeds. This might break the ability to carry a bomb adaptive in detonation; probably another thing would be to update the target prediction to work correctly, but that’s all I would really ponder about - the basic mechanic itself is fine; once you get the feel of shooting slightly ahead of the target indicator if a ship is on full cruise, they die quite nicely. (I still blame the indicator for many players not being able to shoot down cruise ships efficiently)

At the same time, I found drones in a tackler with cruise engines to be more of a sacrifice, than an addition, and of course, i see it as a rather trolly build. Disabling tackler drones, once the tackler is out of a specific range of the the deployed drone was once suggested, so that cruise tacklers cant just jet away; but not because it’s so broken, only because it is really a bad habit. Too many tacklers on your team isn’t a sure win, it can be also a sure loss, simply because cruising fighters do not add to your main fleet’s standing power.

 

I find all these mechanics work quite nicely, especially in bigger games, where the disadvantage of cruise engines is quite easily feelable in the scores; however some of the mechanics imho did unbalance CtB a bit; once I loved that game mode, but nowadays, I rather start to dislike playing that with many of the new mechanics introduced in the last half year; usually not because if the enemy uses trolly tactics, but rather, if your own team fails at trolly tactics; True, the enemy cruise tackler might not return if you finally shoot it down, but in the scope of that gamemode, you often just have no time, running after every lunatic cruising around the map, while at the same time, facing a strong opponent, your cruise friends “out there” just simply aren’t there for you.

 

at the same time, i love a good match with a few cruise fighters, giving options for more mobile warfare, distractions, or simply make it able to hunt down a ceptor or enemy cruise fighter with a cruise sprint in a (non-drone) tackler. This is why I do not have any problems with the cruise engine itself: its counterable with damage.
honestly however, lack of gunship play by others than the usual candidates from old times, and coilspam-guardballs (fine by me if it happens, but it happens too often!) are more my current “sighs”. massive amounts of tacklers and ecms on a team means a lot less firepower, and i think many do not realize this;
 
 

Balance for hack module: 

  • reduce active time
  • affected station/drones/mictro-locator should not self-destruct after effect over.  cuz other players make some effort to kill those thing while this Hack module can bring huge unbalance.

 (by [H_A_W_X](< base_url >/index.php?/user/242874-h-a-w-x/))

if you reduce the active time (which I agree, could be a good suggestion), but take out the self destruction of affected modules, then the active time would not do much. what would you suggest, give it back to the original user? I dunno, in this case I find it rather okay if stuff just self destructs.

massive amounts of tacklers and ecms on a team means a lot less firepower, and i think many do not realize this;

You mean a 2,8k dps 3,5km ranged plasma gun + guaranteed Doomsday hit with stasis make no damage? And that’s without the utility that ecm bring (outside of pure damage dealers) and good focus fire from the team on the stasis / inhibited target…

 

I agree on beacon based game mode. It was once a mode when you have to choose beetween damage and mobility. Both tactics were good. Now you have damage AND mobility on most ships, and the one that used to excell at this (cov ops and recon) now needs to compensate for high fire power build, wich is a shame IMO. But you can’t deny that cruise engine is part of this issue. The point about cruise engine is not that it add something that was not really needed (command and gunship already have mobility modules and tacklers have their 20 sec invisibility to compensate a lower speed, so, it’s mobility too). It’s that it REMOVES a specificity from interceptors. Stupid drones pooping chickens are children of this, but not the main issue.

This sounds more like T5 gameplay; T5 was always less about “mobility” alone, because you basicly have higher mobility on every single ship. Smaller games, gaining the R13 advantage by getting ahead with kills, etc. was always a T5 thing. Cruise builds in T5 are indeed powerful, especially on ships like the rockwell, but nowhere near unbeatable.

 

DD for me is rather harmless in T5, but reducing their cartridge accoring to ship class would be a nice solution. Why should a tiny ship, smaller than a drone, carry 3 thermal torps?

Also, I would simply disallow DD to be used in a T1/T2 match. equipping it? why not, for invasion or pve; just do not allow queueing with DD or attack drones into lower than T3 skirmish. This way, the DD does not need to be either a tierless or t5 module and there is no problem with the current code either (which either allows tier-weapons or non-tier weapons, but no tier3-tier5 weapon)

About stasis, i already wrote, for me personally, the stasis could lose its inhibiting features, and still be a very nice module, while ion diffuser should be responsible for that task entirely. for me ir pulsar effect length (it could be a total effect time divided by affected targets, or anything), stasis, and destructor damage on beacons are the things which i would most likely see to be changed.

It’s skirmish. Fast paced no queue action games. Who really care about mathcmaking? I though tiers were meant to separate the skill level.

We are not speaking about attack drones (that’s another concern in itself), though they are too good with tackler / cruise engine.

Yup doomsday have many counters. They are fine on most ships. They are just stupid on ecm / tackler / cov ops (and too good to be ignored, not using them put you at a disadvantage).

It’s not because something is available to all player that it’s balanced (see the ecm spam). I don’t want to be forced to use tackler / ecm / frigate to have fun. I like recon / cov ops. Recon is meant to cap objectives faster. It’s not possible now. Cov ops are meant to be glass canon. Gunship / tackler / ecm do the same job damage-wise with higher survivability and same / higher mobility. btw : it’s not the singularity, more the gauss / gravi-beam ones. But the weapon is not the issue here. And yes, I tried them. Hence, I can say cruise-engine came with no trade-off, just a small learning curve to use it efficiently.

Your cooldown comparison make no sense. Those are totally different mechanisms. But I think both aura should be blend in one module to free for active slot on both command and ingie, enabling the use of more active modules.

And please, don’t use destructor as an argument. This weapon is stupid in its own way.

 

I have no problem for tackler to be a hard counter to ceptors. They already have great tools for this. They just don’t need an aim bot drone / doomsday “I one shot you when you can’t escape” for that and a “you won’t ever be able to escape or get to objos before me coz I’m 700 speed hard cap block” cruise-engine. Gauss / gravi laser / inhibitor and a tune down drones + invisibility are more than enough to do their job.

 

Do you see the focal point now? Hint : ecm, tackler, frigball / kill squad that are not even countered by nimble and fast ships on objective maps.[spoler]

 

Attack drones on tacklers are waste. they are only good in interceptor which distract enemy in 1v1 as I said.

As I said there many easy counters for Tacklers. If you do not agree then try use it & see.

It is completely your choice which ship you prefer. For a long time may be those don’t have counters that doesn’t mean there would never be counters. Now tackler with cruise engine can atleast fly with interceptor speed & which will be easy for what they were meant for.

But again it is players play style how they use Tackler. And destructor is stupid ?

 

Don’t speak about the stuffs you never use or have no clue about them.

you play better or use your preferred ship efficiently so you like them. Others have their preference so they use them.

Hint: are your talking about counter for skill ?

 

 

I really don’t get the Cruise Engine problems. There is nothing illogical about it, it makes your fighter into a jet; it needs adjustment to flight patterns and disables close quarter abilities quite well.

I do understand the dilemma, if used in combination with Tackler drones, but still, it has many downsides; Recons are still quite good at shooting down cruise fighters of any kind. Slowing as well as Energy drain can break a cruise engine aswell, albeit cruise gunships suffer less problems with ecms.

If I would modify something, it would be the base max speed it adds without afterburners, while giving the ab compensation to still reach the same ab-speeds. This might break the ability to carry a bomb adaptive in detonation; probably another thing would be to update the target prediction to work correctly, but that’s all I would really ponder about - the basic mechanic itself is fine; once you get the feel of shooting slightly ahead of the target indicator if a ship is on full cruise, they die quite nicely. (I still blame the indicator for many players not being able to shoot down cruise ships efficiently)

At the same time, I found drones in a tackler with cruise engines to be more of a sacrifice, than an addition, and of course, i see it as a rather trolly build. Disabling tackler drones, once the tackler is out of a specific range of the the deployed drone was once suggested, so that cruise tacklers cant just jet away; but not because it’s so broken, only because it is really a bad habit. Too many tacklers on your team isn’t a sure win, it can be also a sure loss, simply because cruising fighters do not add to your main fleet’s standing power.

 

I find all these mechanics work quite nicely, especially in bigger games, where the disadvantage of cruise engines is quite easily feelable in the scores; however some of the mechanics imho did unbalance CtB a bit; once I loved that game mode, but nowadays, I rather start to dislike playing that with many of the new mechanics introduced in the last half year; usually not because if the enemy uses trolly tactics, but rather, if your own team fails at trolly tactics; True, the enemy cruise tackler might not return if you finally shoot it down, but in the scope of that gamemode, you often just have no time, running after every lunatic cruising around the map, while at the same time, facing a strong opponent, your cruise friends “out there” just simply aren’t there for you.

 

at the same time, i love a good match with a few cruise fighters, giving options for more mobile warfare, distractions, or simply make it able to hunt down a ceptor or enemy cruise fighter with a cruise sprint in a (non-drone) tackler. This is why I do not have any problems with the cruise engine itself: its counterable with damage.

honestly however, lack of gunship play by others than the usual candidates from old times, and coilspam-guardballs (fine by me if it happens, but it happens too often!) are more my current “sighs”. massive amounts of tacklers and ecms on a team means a lot less firepower, and i think many do not realize this;

 

 

 (by [H_A_W_X](< base_url >/index.php?/user/242874-h-a-w-x/))

if you reduce the active time (which I agree, could be a good suggestion), but take out the self destruction of affected modules, then the active time would not do much. what would you suggest, give it back to the original user? I dunno, in this case I find it rather okay if stuff just self destructs.

 

yes the mk4 hack have 30+ sec active time & repair station active time 30sec. At this point compare hack vs disable. hack get access to enemy repair station 100% active time, so active time should get reduce.

So if active time of hack module will get reduce & affected stuffs wll not get self-destruct &

the original user will gain access again after hack module time over.

 

currently it is unfair to self-dest stuff without any effort actually after hack them. 

 

You mean a 2,8k dps 3,5km ranged plasma gun + guaranteed Doomsday hit with stasis make no damage? And that’s without the utility that ecm bring (outside of pure damage dealers) and good focus fire from the team on the stasis / inhibited target…

 

I agree on beacon based game mode. It was once a mode when you have to choose beetween damage and mobility. Both tactics were good. Now you have damage AND mobility on most ships, and the one that used to excell at this (cov ops and recon) now needs to compensate for high fire power build, wich is a shame IMO. But you can’t deny that cruise engine is part of this issue.

 

After Tackler it is ECM. Okay, Tackler & ECM can kill each other. It depends on player.

you know there is pretty good coverts ops & they have nice counters for ECM. you dont bring whitenoise/camo then what do you expect ? 

orion+arc+shield+hull repair ? without debuffs coverts ops would be a game breaker don’t you think that ?

Aliskosan, do we get a new patch 1.1.5 this week or next week?

You gobbled up this patch already?! it is Tuesday.

 

Tuesday!

 

I haven’t even leveled the new GS!

 

I’m like rank 4 with the new tackler.

 

T4 dreads, I mean you can only play that so many times…

[…]

The hell are you talking about? Don’t speak about stuff you don’t now about…

 

See, it’s easy to say. But still doesn’t make a good argument.

I tried and use those modules. Hell, I never said that cover ops shouldn’t be countered by ecm / tackler… Why are you bringing this? Do you even read what I wrote?

Ecm is a hard counter to tackler… It’s not an even fight. The same goes for cov ops. They are good against frigates, but saying they can do something against ecm… lol, sorry, it’s not the low duration white noise against a positron ecm that will help. But the discussion is not about that anyway…

 

I main inty. Precisely recon / cov ops. Wich now sucks. To the point that I need to play guard / tackler / ecm to enjoy somehow the game. Ship class that I don’t like (I like lrf / recon / cov ops). I agree that cov ops needed a nerf at some point and I’m fine with that. It’s not the point. Do you understand now?

 

oh, btw : I don’t use plasma arc on my cov ops, but I don’t even bother using it outside of having some fun derping around, nvm…

 

 

 

Tackler Drones & Cruise Engines are so good enough to win a match then everybody using them should win most of battles But when they encountered a Guard with Radiation beam they don’t start to run ?

There is counter for everything. If you think something is better then why don’t you guys try to use it ? and it is available for all player then who said you not to use them & win ?

etc etc

 

 

I do hope you guys undestood what’s the problem to me… Maybe telling 100 times the same thing is not enough so i’ll say it once more…

It’s not about cruise engine being OP (i got no problems in killing them even if it could take long and time consunming, they run everywhere) It’s about chenges it brought to the game… Horrible to me!!!

It completelly messed the fighters gameplay and positioning strategy… run run, pew pew… spam drones… Fighter playing the gameplay of ceptrors is not good at all to me…

You mean a 2,8k dps 3,5km ranged plasma gun + guaranteed Doomsday hit with stasis make no damage? And that’s without the utility that ecm bring (outside of pure damage dealers) and good focus fire from the team on the stasis / inhibited target…

 

I agree on beacon based game mode. It was once a mode when you have to choose beetween damage and mobility. Both tactics were good. Now you have damage AND mobility on most ships, and the one that used to excell at this (cov ops and recon) now needs to compensate for high fire power build, wich is a shame IMO. But you can’t deny that cruise engine is part of this issue. The point about cruise engine is not that it add something that was not really needed (command and gunship already have mobility modules and tacklers have their 20 sec invisibility to compensate a lower speed, so, it’s mobility too). It’s that it REMOVES a specificity from interceptors. Stupid drones pooping chickens are children of this, but not the main issue.

That’s it!!!

Now u got loads of fighters playng like ceptors… no more positioning strategy… That’s too much arcade for me!

That’s it!!!

Now u got loads of fighters playng like ceptors… no more positioning strategy… That’s too much arcade for me!

I don’t know guys, I still play my interceptors, and they are still really good.

I do too. And in right hands, you can do good things. But they don’t feel on-par. And even sometimes out of place with the actual meta.

So most problems that people had are from cruise engine tacklers and drone poopers… this all came from one patch which brought in the heavy sentry drone (or whatever it’s called) and the cruise engine. So why not reduce the cruise engines effect by 10-15% and lower the range of the Heavy sentry drone and make the projectile speed of the regular sentry drone maybe 2/3rds of what it is now?

I don’t think that the current tacklers are unbalanced and I really don’t understand the whole discussion about it.
The cruise engine speeds up tacklers but that comes at a price as the maneuverabilty of the ship suffers.
Heavy sentry drones big targets and easily destroyed. They are only good against slow moving targets.
Any skilled interceptor pilot is able to kill an tackler fitted with cruise engine.
In my opinion it’s a pilot skill problem not a ship balance problem :stuck_out_tongue:
 

I do too. And in right hands, you can do good things. But they don’t feel on-par. And even sometimes out of place with the actual meta.

 

They don’t feel on-par? They are vastly superior come on. If you can’t compete with Cruise Engine Tacklers in your Interceptor, the problem lies on you. 

 

As Eviscerador said none of the veteran and hardcore players except NERW is using that xxxx build.

Wait a sec, now any debuff let you drop the bomb in detonation? Argh.

This discussion derailed a lot.

 

I will sum up my points (that reflect only my opinion) : Tackler is designed to be a counter to ceptors. I’m fine with it. Ceptors have tools to counter it, but they are at a small disadvantage, wich is not bad for the game. Sentry drones feels a bit overtuned, might need a small reduction in damage / precision to be fine. Not ECM, they chew on tackler like a sweet litle gummy.

Cruise engine on fighter remove the specificity of fast interceptors and don’t really come with a trade-off once you know how to use it. It give too much mobility on objectives based game mode to a ship that don’t need it (invisibility is it’s mobility tool, witch is counter by recon and to a lesser extent plasma web… That’s what I call well done balance, and cruise engine add something that wasn’t needed in it -  I’m not speaking about open space here). I personally don’t relate the cruise-engine problem with the drones one. It affects to a lesser extent command ships.

Destructor weapon (and the new cap stopping mechanics of most debuff) make capping beacon really hard (almost impossible to be fair). A once valid strategy of out maneuver opposing team with fast and nimble ships when they take a great fire power is now forgotten. The only one that is valid now is mashing opponent with brutal force, reducing each game mode to basically a deathmach. And I’m not ok with this, I liked the fact that you can outmaneuver the opponent that just bring big guns. I think it add depth in the gameplay.

 

Ceptors were too good and had a niche with objectives based game mode. Now they are on a good spot to me, but lost their niche (not ecm, they are way too good and don’t involve skill. The module hack make it even worse. And I mainly fly those nowaday).

I don’t have the same definition of skilled player than yours. You consider only the one that make most of the kill. On most of the match, it will be enough to win (and with the direction the game follow, I think it’s what the devs want too). I think that game mechanics understanding with positionning and good chase / cover of objectives / support to the team is what make a good pilot. But that’s not fresh news that I hate deathmatch with a passion.

 

If everything is ok, according to you, I’ll join the ecm doomsday no skill train, and everyone will have fun while they won’t be able to evade the OS on stasis in basic team deathmatch that only require a frigball with big guns.

I don’t like to bring this kind of argument, but if tacklers weren’t that good now, why would we see more and more of them, and less gunships than before? And I won’t speak about cov ops that was once the most feared ships and are not that much used now.