With twenty eight hours of play under my belt I have been doing fairly well for my self. I like the game, it is good. The thing that has started to bug me is stunning. The invincibility power that after a short time stuns everything in a 1500 meter area.
Historically I have never been a fan of stuns, the potential for abuse is phenomenal A scenario comes to mind for this game where a team of three or four players takes the same interceptor type then using say teamspeak or ventrillo times it so they can nearly permastun an entire fleet…just by firing off their powers at that just right time. You doubt this can be done…but I have seen worse for twenty six years of playing games.
Stuns are just not fun for the player being stunned. It makes the player feel powerless and vulnerable and makes you a far to easy target. On top of that where are the ships backup systems? why would a spaceship even be vulnerable to a disabling attack in the first place? Wouldn’t the designers have seen this during the fights and created counter measures standard to all models?
I do not think that a stun attack is appropriate. Make it reduce speed, disable weapons, screw up the CPU…but allow the player to keep moving so they can escape or stay alive. Because being in a situation where you can’t do anything is more frustrating and annoying then most really think…and the abuses from it could be tremendous if there are no precautions in place.
Yes, it probably should be reworked. In reality ECM renders acquisition, tracking, and engagement of a target more difficult; it does not interfere with avionics or flight controls.
Yes, it probably should be reworked. In reality ECM renders acquisition, tracking, and engagement of a target more difficult; it does not interfere with avionics or flight controls.
Especially because those systems should have been hardened against such an attack when they were fabricated. Not to mention these things called shields…
May be the effects on the ship could be relative to shield strength. So some one with full shields would shrug off any effects while shields down could have full effect. A thought.
You say that like it is hard to get away from someone who cannot move for 6 seconds.
It is perfectly balanced. If you want to sit there being a ret.ard trying to hit someone who is invincible and about to stun you, then that is your fault. 6 seconds is more than enough time to get away, unless you are frigate, but if you are a frigate and you let an interceptor get that close to you you are dead anyway.
You say that like it is hard to get away from someone who cannot move for 6 seconds.
It is perfectly balanced. If you want to sit there being a ret.ard trying to hit someone who is invincible and about to stun you, then that is your fault. 6 seconds is more than enough time to get away, unless you are frigate, but if you are a frigate and you let an interceptor get that close to you you are dead anyway.
You do realize that using an insult to make your argument only invalidates your argument as a whole…right? It is neither constructive or necessary to use insults. Plus as your very first post it does not show well for your future.
As for your statement of being able to escape, I use fairly fast fighter craft and have tried to escape many times, Sadly I have not been successful in that effort. Not to mention that if you do it right, there is little chance for some one to escape especially if you have allies tying them down. Then it becomes a death sentence.
I think it needs changed but for different reasons. It’s not actually that good in my experience, it almost always results in every ship that got stunned turning to find and kill the perpetrator. More than anything it’s just irritating, and totally kills the flow of play.
Most importantly I notice this being done by the fast interceptors on the detonation map (not to slow down a bomb carrier mind you) by using it to become invulnerable while planting the bomb, combine this with an emergency shield passive and a very fast ship with high ES; and the detonation game mode becomes a joke.
Good points, it does seam odd that the developers would make a power like cloak drop the ball but allow some one to be nigh invincible while carrying the ball.
You say that like it is hard to get away from someone who cannot move for 6 seconds.
I kind of agree, the ship ability, Jericho interceptor is it? Is no problem, if you see the ship it’s easy to get away in time. What get on my nerves is the active module which seem to shut down my ship completely, weapons, abilities, engines, all of it.
The fact that I can’t find any item in the store for T2 that should be able to do this only makes it worse, I can find one that should shut down weapons but it doesn’t say anything about flight capability. At this point I assume it’s either available as a rare drop which would be stupid or some players have that active stun module available at T3 on their T2 ships because it has previously been available at T2 like I know is the case for some weapons.
the aoe stun he’s talking about is not a module, it’s the interceptor special ability coccoon thing. and yes, it’s meant to make you drop the ball - if it doesn’t, its a bug, as the game mode description says you would drop it if you used it.
Yes, it probably should be reworked. In reality ECM renders acquisition, tracking, and engagement of a target more difficult; it does not interfere with avionics or flight controls.
Iran would say different about ECM and flight controls… Jam one signal insert your own… if they can do it we can do it 2000000 years in the future in outer space.
Most importantly I notice this being done by the fast interceptors on the detonation map (not to slow down a bomb carrier mind you) by using it to become invulnerable while planting the bomb, combine this with an emergency shield passive and a very fast ship with high ES; and the detonation game mode becomes a joke.
You auto drop the mine as soon as you go invuln. Since it’s not in your possession anymore, you can’t arm the mine. Someone else could just swoop in and take it.
Also note that while highly fast and maneuverable, interceptors are REALLY squishy. I’ve been one shot with full hull/shields before by an empire frigate sniping. They need a few tricks like this to survive. The Fed fighters get a 23 sec cloak, I can’t tell you how many times 2 of us have cloaked through a bunch of captain’s defenders, de-cloaked right behind him, and unloaded for a dirty kill. The tachyon cacoon is the Interceptor’s ‘oh sh*t, stop ganging up on me’ move.
I usually pick my ship and know what to expect depending on the enemies’ ship make-up on the prep screen. If I see 5x triangle ships being taken, then I go into battle expecting cacoons and high tail it out right away.