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 ?