The classes, the subclasses, their roles… and some things to improve :3
A thread half a tutorial for newbies and half a request for changes.
HELLO WORLD! I SEND RAINBOWS TO EVERYONE!
So, after reflexions about the tackler and its purpose, i though about making a general post about each class purpose…and what they cannot do…that they should be able to…or what they can do…that they shouldnt do…
Edit: This post is a little analysis about how the diferrent ships have to be played and why they cant fulfill their task or why they do “too much”.
ECMs do too much, Tacklers do too much, Commands maybe need a little revision with the buffs not stacking. And by “too much” i mean that they do things that are too much, not necessarily “OP” but not in the game spirit. And something other i would like is said in bold in the part 3.
PART 1: The classes, the subclasses, their roles and wich faction is better for your playstyle.
I warn you that this part could have been in “guides” as well as it is in “balance” if my theory is right.
If i do a list of traits from each classes and subclasses, I obtain that:
{
assassin = Win 1 v 1 thanks to higher damages
support = Help the team mates or yourself with utilitary
Cap = Focus the enemy priority target
escape = Escape
Affiliation = Main role of the subclass
}
Interceptors: squishy targets / fast / constant damages
ECM: Tank~support special module / support modules Affiliation : Defender Also saw in soloQ as: Support
Recon: Cap.~escape special module / self-protection, support modules Affiliation : Support Also saw in soloQ as: ----------
C-Ops: Assassin special module / assassin~support~escape modules Affiliation : Carry Also saw in soloQ as: ----------
Fighters: medium ships / relatively fast (fast with cruise engine) / average damages
Command: Tank Special module / support modules Affiliation : Defender Also saw in soloQ as: Carry (self-buff build)
Tackler: Assassin~escape~Cap special module / support modules Affiliation : Support Also saw in soloQ as: Carry (build assassin)
Gunship: Assassin~escape special module / assassin modules Affiliation : Carry Also saw in soloQ as: ----------
Frigates: Huge ships / slow / low damages
Long Range: Assassin~Cap special module / self-protection~escape modules Affiliation : Carry Also saw in soloQ as: ----------
Guard: Tank special module / support modules Affiliation : Defender Also saw in soloQ as: Support (area-deny build)
Engineers: Support special module / support modules Affiliation : Support Also saw in soloQ as: Defender (barrier + buff build)
Specialists:
JERICHO is a specialist in ships that will tank the damages and protect their mates.
FEDERATION is a specialist in ships that are fast.
EMPIRE is specialist in ships that will take kills easier.
There is a lot to say about this list…
First things first: what have all those classes in common?
I first though that it was like in pokemon (lel) : Interceptors beats frigates / Frigates beats Fighters / Fighters beats interceptors
But its seems more like what i said above: the bigger the ship is, the slower it will be and the more Survavibility it will have.
It is right but a problem happens: the interceptors cant be touched and are broken as xxxx with this logic.
So I ask my question again better:
What does every subclass from a same class have in common with the others and is balanced?
Q: Does each class posses three same subclasses? A: No. Counter-exemple: LRF (snipers) are only in frigates (okay maybe the gauss can be considered like a “sniper” but won’t do the same amount of damages and is not a subclass by itself).
Q: Does each class posses three same roles? A: Maybe! 1 ~carry / 1 support / 1 defender (~tank or team protector)
This theory is verified by the “Help” section in the game. There you can see explanations and also the icons for each subclass…and strangely you will see some similarities between them…
Edit: By the way, i know that each ship have its OWN ROLE and Carries, Supports, Defenders are only a general name that i give them because doing their role means doing those as well ^^
Edit: I will explain how to play a ship here now that I had all my answers in that thread
Alright! You should have see in the list that each subclass have a “main role” or “affiliation”.
You can build your ship like you want, it will be your choice to fly a tackler as a support or an assassin. The only thing to remember is that the main role is the original one designed by the devs.
If you are a newbie only looking for the tutorial part, then you should now continue your reading in this topic: HERE
Now I will talk about the unbalanced strange (Edit: wtf did I wrote here?) subclasses.
PART 2: The littles “fails” and how a new player can have a wrong reaction.
ECM:
SERIOUSLY. WTF IS AN ECM? What can stops an ECM?? UNKILLABLE OR GAIN TOO MUCH TIME FOR HIS TEAM!
It can wipe the whole enemy team if well used (special module). Compared to the other defenders, it is a little broken…
Conclusion: Broken <= fake smile
Edit: I had my answer, read the following comments for more informations. And remember to adapt your build.
COMMAND (+ engineers buffs):
Cool! This ship is great! …In team It cannot take any 1v1 like the other defenders T_T
Edit: Okay, it is a point i have to work on and not rush into the enemy like a tard but this is really annoying when there is multiple commands in the same team because of the buff not stacking and so there is a ship almost useless in this case I had to precise it because the joke on the 1 v 1 didnt past…
Conclusion: …waaaaaahahhaha…snif snif T.T I cannot play commands in SoloQ wooohaahaahaa T.T Buff arent cumultatives and it is not worth having two of them in the same team x( Maybe i can suggest something better, like a degressive cumultative buff (ratio)? because, when multiple people needs sinergy on their commands…they wont do any strategy…they will just pick their command and hope to be carried.
Edit: Maybe the command don’t need a change to itself but a little rework of not-stacking zone buffs is needed? Or, if you want to keep this like this, please add the thing I’m asking for in the bold sentence at the end of this post in the part 3
TACKLER:
mmm… I have played enought games (MOBAs/MMO/FPS/TPS/RTS…etc) to knows that utilitarian assassins does exist.
Invisibility + damage buff + utility modules = assassin
BUT, this ship has been designed like a… SUPPORT SHIP! RAAAAA WTF?! In fact, i fallen on the patch where the 20% damage buff is added and its for being aggressive.
Immagine a support-ship that only work for one target and die just after? It is not worth at all!! >n< It should take a reset or a reduced cooldown on the Chameleon after an assist or a kill took with main weapon! (not drones) Maybe a window of 20 sec to take the kill/assist for the reset?
Conclusion: …strange ship…thanks to its strange special module for a support-like ship, seems to be between an assassin and a support and die after (OR BEFORE) finishing its job /:S Also need good mates and is hard to be played in SoloQ q_q
The tackler have not a clearly defined role (even if now i understand that it is mainly a support-like) because of its special module that don’t directly fulfill the original support purpose it would have, it is confusing for a support to become invisible and having damages burst, if you really like having a support that will secretly move through battle, set it to undetectable for radars, not invisible and remove that damage buff for something like a reset on cooldown for assists/kills took with main weapon. Also the singularity gun builds need a nerf if the removing of the 20% damages isn’t enought (like not being able to mutltiple-hit a same target with a single shot for example… \o/ Edit: my bad, fixed ) if this ship isn’t designed to be an assassin at primary role. Edit: it seems not needed anymore.
Side-story: Its a tackler that flank a Recon with invisibility and gain a damage buff: "SURPRISE MOTHAFUCKA! ITS SUPPORTING TIME! Wait, wait… what? D: "
Bonus: a question about the cruise engine. Have the cruise engine been made only for open space? Then it needs a bigger nerf for pvp and pve, because people could be confused. If not, I’m still confused
COVERT-OPS and RECON:
Can someone explain me why the Recons specialists are the Empire and the Covert-Ops specialist are in Federation?
It would be more logical that the Federation own all supports and the Empire own all damage-oriented ships. No?
Recons are fast moving in map and C-ops have a big amout of damages.
PART 3: Conclusion and current modifications.
Now i can say it: We need a complete tutorial in-game with an explanation of this list to improve the global gameplay and maybe interest more players
See more here:
It can be a video or a special map.
Here I show you where the informations could be displayed and you can modify the “role” by “Main role” to be more clear:
That is all mercenaries!
Thanks for reading my thoughts and comments are appreciated
Care about the comments dates! There is a lot of editing and modifications in the OP!
PS: If you want to understand the feeling of a new player seeing a tackler for the first time, read my previous thread: Tacklers: Assassins or supports? [Asking help].
Current situation of the thread (will be modified following the changes):
We do need a main role tutorial for each subclasses, a rework of the special module of tacklers (the main role of a tackler is to be a support, not an assassin), an explanation about C-ops and recons owners, maybe differents_ (saved by the player) setups for each ship (see the answers to important posts below), and maybe a rework on non-stacking zone buffs or a clear explanation in the tutorial I am asking for._
Important posts (not necessary true or false, jump to them with the arrow to see the answers following them):
BIG POST HERE:
Suddenly, I realised something.
This game is not played a lot in competitive because of the multiple roles possible for a same subclasse and the unknowledge of what builds can be brought by the enemy team.
Because of that, the matches are played by advance and are not possible to be returned, it is only the chance that your opponent will have the wrong build.
Each subclasse have to be played with only one role (and not only one build) or the game is not possible to play in competitive.
Predesignated stuff is predictable and boring.
Amount of modules allow us to use w/e we like so we can fit ship for w/e playstyle we like. Which make every game diff and fun :012j:
btw bubble tacklers are easy to counter as every high risk/reward ship.
infos:
OP can mean Over Power or Original Post
Changelog (edited by copy/paste of my own comments in the thread to make the OP more clear):
Edit: By the way, i know that each ship have its OWN ROLE and Carries, Supports, Defenders are only a general name that i give them because doing their role means doing those as well ^^
Edit 2 on COMMAND: Okay, it is a point i have work on and not rush into the enemy like a tard but this is really annoying when there is multiple commands in the same team because of the buff not stacking and so there is a ship almost useless I had to precise it because the joke on the 1 v 1 didnt past…
Edit 3: This post is a little analysis about how the diferrent ships have to be played and why they cant fulfill their task or why they do “too much”.
ECMs do too much, Tacklers do too much, Commands need a little revision with the buff stacking. And by “too much” i mean that they do things that are too much, not necessarily “OP” but not in the game spirit.
Edit 4: Conclusion on TACKLER part modified.
Edit 5 ECM section: I had my answer, read the followings comments for more informations.
Edit 6: Changed the Affiliation (role) “Assassin” for “Carry”, wich is more clear and less subject to misunderstanding.
Edit 7: Adding a PS.
Edit 8: COMMAND section: Maybe the command don’t need a change to itself but a little rework of not-stacking zone buffs is needed? Or, if you want to keep this like this, please add the thing I’m asking for in the bold sentence at the end of this post
Edit 9: Added a picture.
Edit 10: Added a section “Current situation of the thread”
Edit 11: Changed title of the thread
Edit 12 TACKLER section: […]if the 20% removing isnt enought […] my bad, fixed
Edit 13: Added the section IMPORTANT POSTS
_Edit 14: Added in the list _Also saw in soloQ as:
Edit 15: Separated the OP in 3 differents parts.
Edit 16: Nuanced the TACKLER part about having a main role and secondaries.
Edit 17: I will explain how to play a ship here now that I had all my answers in that thread
Edit 18: added COVERT-OPS and RECON in the part 2
Edit 19: specialist section updated after a mistake has been solved.