Suggestion Patch Notes 0.8.5

The last thing Guards need though is any buffs - they’re the main reason I despise Frigballs.

 

Really… I don’t know what Gaijin did, but they screwed up royally. It seems everything I liked about Tier 3 has vanished.

 

When I finally got my Cerberus 2 and hit my stride in Tier 3, I liked the slower paced nature of it. I liked how victory was about position and angle of attack, not how many CovOps could spam Plasma Arc when flying in. My best memories of flying T3 is seeing 2-3 fellow Engineers leap-frogging one another from cover to cover, backed up by Guards with Fighters and Interceptors on our flanks, driving off attackers and focus-firing targets as we lit them up. Even flying in Fighters I enjoyed that style of play a lot more. It felt good; slow burning, like it was all about setting up this monstrous alpha-strike that would smash the other team and then lead to a landslide victory.

 

I don’t get that feeling any more. Now it’s all “xxxx you! I’m an ECM and you can’t do anything! Our team has eight CovOps who are just going to nuke everything! Oh, you brought an Engineer? Hope you can kill half a dozen Interceptors at once!”

 

It feels like the worst aspects of Tier 2 have been taken up into Tier 3 and magnified tenfold. Camping matches were dull, I’d rather have the Frigballs than this bullshit Inty Spam.

First its the frigballs, now its inty spam… Whats next?  Too many fighters?  pfff…

 

T2 has inty spam, which is very effective due to the less passive lots and tankiness T2 ships have.  (Speed is the better tank)

T3 has frigballs, where the remote repair modules, combined with new passive slots dominates. 

 

The real issue is that balance tweaks need to be done on a tier by tier basis, as oppose to trying to fix both at once.

People are too busy complaining / screaming for nerfs to effective strategies rather than trying to counter them through in-game mechanics.

 

This way balance will make huge swings back and forth rather than settling with more subtle changes. Knee-jerk reactions should be avoided, in my opinion.

Then enlighten me as to the strategy to counter ECM - a class that can shut down any ship for up to 12 seconds.

People are too busy complaining / screaming for nerfs to effective strategies rather than trying to counter them through in-game mechanics.

 

This way balance will make huge swings back and forth rather than settling with more subtle changes. Knee-jerk reactions should be avoided, in my opinion.

I think most people find some things unbalanced, and tell about it on the forums. But it’s hard for us to give good balance suggestions since a small change can have a huge impact that people didn’t think about.

Then enlighten me as to the strategy to counter ECM - a class that can shut down any ship for up to 12 seconds.

22 seconds actually…

8 sec. energy drain(not really shut down, but close to it) 8 sec ion emitter, 4 sec stasis, 2 sec tycoon.

Because I’m bored out of my mind.

I’ll go make a thread about premium ships vs normal ships, and why some ships are completely useless in their role.

Then enlighten me as to the strategy to counter ECM - a class that can shut down any ship for up to 12 seconds.

 

True, but this isn’t a 1v1 game. If we assume both teams are fairly evenly balanced (which they’re not, the MM system needs work - but ignore that for a second) then there are a number of ways to take out the ECM. (Other ECM, Tacklers, Guards, yadi) Plus, once the ECM have used their jamming modules, they’re pretty vulnerable. They need the support of their own team to get in and out safely.

 

A class like the ECM is needed to assist in breaking frigballs and provide a disruptive element on the field.

 

That said, if it was up to me the classes would have been designed a bit different, with a class like ECM being far more supportive and far less capable of dogfighting itself. But drastic changes and weapon limitations to existing ships and roles will make one half of the community happy and the other half of the community upset. Pretty hard to make proper balance changes without upsetting one person or another along the way.

No, it’s not a 1v1 game - it’s a game where one Interceptor can tie up half your team, yet a lone Frigate can’t do squat.

This is why the Inty spam dominates T2, and why T3 is becoming unplayable; Inty’s hit far above their weight. There is no way to stop 4+ Inty’s doing what they want to do - not without two dozen ships in your team.

No, it’s not a 1v1 game - it’s a game where one Interceptor can tie up half your team, yet a lone Frigate can’t do squat.

This is why the Inty spam dominates T2, and why T3 is becoming unplayable; Inty’s hit far above their weight. There is no way to stop 4+ Inty’s doing what they want to do - not without two dozen ships in your team.

 

I’m having trouble understand what exactly is it you have an issue with.

 

Inty spam too strong?  No problem, just buff guards or nerf inties.

Frigballs too big?  No problem, just buff inties or nerf frigates.

 

You can be unhappy with one, or the other, not both at the same time :crazy:

 

I would prefer to see match making queue put together better and more fair team compositions, with smaller tweaks done here and there to balance the individual tiers.

Buffing Guards isn’t the answer. You seem to have forgotten that Fighters exist.

Frankly, T3 is a lost cause. All T2 needs is stronger healing on the Engineers and it’s set.

Frankly, T3 is a lost cause. All T2 needs is stronger healing on the Engineers and it’s set.

 

I suddenly don’t feel like progressing to T3.

I prefer T3 gameplay over T2 right now TBH.  The only reason I would tier down is lack of players.  And I’m white geared T3 and blue geared T2 mind you.

 

Fighters are just as strong.  The tackler/covert ops combo is deadly in combat recon.  Don’t even get me started on command ships.  Most things are sorta balanced, we need adjustments to matchmaking before we can really fine tune balancing.

 

I don’t know about you guys, but I have trouble telling if something is OP or I’m just being pub stomped by some mega maxed purples again.

Yeah, I’m content to sit down here too…

Actually. I find many of your problems in cases where your NOT in a squad on ts. T3 is for team play only. Why the hell would you be soloing a target alone? NASA squads know how to target the frigate balls and destroy them. With the greatest ease. I’m working on a thread on it. Jason, and others need to learn that T3, is the part of the game where teammates are your saving grace.

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I’ve been flying T3 with Skadoodle and a few others. Even with them trying to cover me I was getting butchered. I was often the only Engineer on our team.

I’ve been flying T3 with Skadoodle and a few others. Even with them trying to cover me I was getting butchered. I was often the only Engineer on our team.

You need to force El Mustachio to reveal his secret 60k EHP Engi build, then you’ll be fine. :yes_yes:

You need to force El Mustachio to reveal his secret 60k EHP Engi build, then you’ll be fine. :yes_yes:

In T3 that is quite easy :stuck_out_tongue: Though it doesn’t stop you from dieing when too many people are shooting you :stuck_out_tongue:

As tanky? No. They have MORE tank. A LOT MORE. As in, a Jericho Guard is murdered by an Empire Engineer if they go 1v1, as I’ve done before, for testing purposes. The Engi was left at around 40% armor.

 

Now, I consider myself a fairly decent Guard pilot… But this is utter bullshit. How can a TANK not resist more than a healer?

That’s what we want to say all the time - An engineer should not be a better Guard.

 

 

And for balance suggestions, issues:

It is always bad to suggest numbers, it better just to tell what is overpowered or underpowered and why.