On the idea that interceptors are OP:
Not everything is about the kill, you need to realize.
Most interceptor pilots can be effectively neutered in one of three ways:
Tacklers consistently applying slows, whether it be the inhibitor beam, gravi-beam, or engine inhibitor,
ECMs chaining stuns, and
Guards using mass propulsion inhibitor.
Any one of these three instantly makes an interceptor pilot feel at the very best uneasy about continuing to harass or capture, and the very worst – like dead meat.
On top of that, all three of these make interceptor pilots easier to kill, as well as want to flee. Conveniently, they’re already organized from most useful to least for aiding in an interceptor kill.
Of course, there are pilots such as “ImMyOwnMasterNow”, as he has named himself, who really know how to fly their ships. This is because they tend to be very good at risk management, flying ability, and aiming. Most teams can’t cohesively counter such pilots, but that is because most teams are made up of random pilots that don’t know who they’re going to face or who they’re working with. Surprise such a pilot with two tacklers and an ECM, and they won’t be nearly as good at picking up kills.
On the idea that ECMs are OP:
I can agree that ECMs are extremely aggravating. Being unable to do anything but fly for ten seconds, then being unable to use any modules or afterburners for seven more, then not being able to do anything at all for four more after that can be enough to drive a pilot to ragequit.
Of course, there is the magic of the Proton Wall. Each reduces “controlling effects” by ~30%, if I recall correctly, stacking multiplicatively. This affects ion diffuser, stasis generator, ECM special, white noise, and IR Pulsar. Maybe spy drones, although I’m not sure. But energy drain, parasitic remodulator, engine inhibitor, and all AOE debuffs are unaffected. It may seem like an underpowered module, but it’s a life saver that tends to make ECMs much less of a threat. Stacked with the J2 implant, which reduces “controlling effects” by 20(?)%, it helps quite a bit.
Keep in mind that combat reboot is a hard counter to all ECM debuffs, and that recon cloak is a hard counter to energy drain.
Remember that you can fly as much as you like during ion diffuser.
Remember that you can shoot as much as you like during energy drain.
Remember that you can aim yourself before a stasis generator.
It might be difficult to kill a smart ECM pilot. But keep in mind that if you play smart, it’s difficult for an ECM to kill you, as well.
Yes, they’re frustrating. Yes, the Wakizashi AE is OP. No, they’re not OP.
On the idea that commands are underpowered:
As full disclosure, I hate flying commands.
On that note, I still know a bit about flying commands. There are two main niches between which commands sit: Self-buffing, and team-buffing.
Self-buffing commands take it upon themselves to become carries. Increased energy regeneration makes energy stability easy. Large numbers of capacitor slots increase damage capacity. As commands are either Jericho or Empire, they each have their own options for tanking – shield or hull (which is its own can of worms. Just think of it as peek-a-boo vs. smash-and-grab). Valkyrie increases damage output to nearly match that of a gunship on overdrive. Graviscanner increases forward speed, helping get in and/or out of a situation to do and/or avoid damage. The shield and hull resist buffs are merely extras, acting as if there were yet another shield or hull slot. That leaves room for some extra multipurpose modules, healing when needed.
I know for a fact that commands can carry a team. Build it with the right ideas, and they’re tough killing machines. Don’t ask me for ideas, though. Like I said, not a command pilot.
Team-buffing commands put the team first. Using Valkyrie, graviscanner, and resist buffs, they help the team deal and take damage both. Playing it careful by staying back, they can survive – and make the front lines tougher while doing so. Increased energy regeneration on top of extra capacitor slots means an easier time diffusion tanking for those times when the enemy breaks through the line. Not being an engineer generally means not being the first target, too.
Commands are very helpful as support. The damage and speed they give are very helpful in the short bursts they tend to be available. The resistances they give are harder to see, but can mean the difference between having 100 hull left or being in the respawn queue. Play it safe, and for goodness sake, try to learn what gets you killed before complaining.
Overall, commands fit a spectrum between the two niches, and are far from underpowered.
On the idea that tacklers are underpowered:
I hate tacklers.
I hate tacklers on two levels. I hate them because I have no knack for flying them, and I hate them because they are my nemesis as a covert ops pilot.
Tacklers are indisputably the best way to kill an interceptor. Gravibeams apply slows on command, and tend to give approaching interceptors heart attacks. With luck, a multipurpose module will be used, marking the start of a short timer in which an interceptor may fly without being slowed. Target painter makes that time less relevant, increasing damage done to the interceptor. And engine inhibitor immediately arrests an interceptor in mid-flight, sometimes making pilots wonder why their ship isn’t responding to their controls.
To kill an interceptor as a tackler, the goal is to slow them down. Every interceptor has a number of counters to slows – multipurpose modules with the F8 implant, cloaking, microwarping, stunning, or waiting it out inside a protective bubble. So, of course, the most effective way is to force the interceptor to use these first, and then to suddenly pop engine inhibitor while they try to get away from your team, sealing their fate. That is, of course, not always possible, but some interceptors will turn away from an attempted attack upon so much as a tickle with gravibeams.
But aside from being the collective nemesis of all interceptors, tacklers also play a valuable role in support. Target painter makes any target easier to kill – not just interceptors. Inhibitor beam makes any adaptive tank want to run away – and generally fail, given the range. Slowing modules help make any target easier to hit. An on-command 20% damage boost helps, too.
As a mostly Federation pilot, I rely on speed very, very much. Trust me when I say that tacklers are not underpowered.