Unless you’re some god of singularity cannon, it’s extremely easy to miss, even at close range.
So basically become yeahalex, XD
Unless you’re some god of singularity cannon, it’s extremely easy to miss, even at close range.
So basically become yeahalex, XD
Impossible to miss, eh? I’d hate to see how well a federation gunship with singularities does against interceptors at close range.
Oh wait, that’s right - extremely mediocre due to missing the majority of shots.
Unless you’re some god of singularity cannon, it’s extremely easy to miss, even at close range.
Compared to other weapons it is easy because the bubble is sooo big.
Step one to get people to stop responding to the same things: Write using readable english
Step two: Don’t make walls of text (can technically be part of step one)
Step three: Don’t edit the OP and say nothing in the actual threadBesides that part, do be aware that classes can be played as different roles. Yes, engineers are typically support. No, it’s not impossible to make them carries. Just like tacklers: Yes, they’re very good support. No, it’s not impossible to make them carries.
And about singularities: If they’re OP, try using them and see where that gets you.
Sorry to be … FRENCH! It is internet mister-I-know-all-about-people! I do my best to be understood. And if I writen SOLVED about ECMs, it is SOLVED!
Walls of text are here to be read! If you are lazy, pass your way and don’t answer them because you will ofc be confused and don’t undertstand.
I edit the OP in accord to the comment I writen to people before in the thread (only a copy/paste of my own comments). Then the new people reading it won’t be confused like the first peoples. It is simple.
Building a subclass with a role that isnt designed to be played on it is like doing a “troll” build… but here, that “troll” build is actually working! That is not cool at all. You play MOBAs? You understand that feeling? (best example I have atm: gnar adc on league, working only in soloQ until a certain level)
And about that singularity…easy to touch, i tried with a command even without the speed debuff from a tackler and did quite well \o/
It cant hit the same target more than once (bubbles) that got patched out a while ago
Oh! Thank you for that information! So it is just that the singularity on tacklers do too much damages.
ECMs… mmm… okay, i will deal with it. You convinced me = SOLVED
But, if their special module caught multiple people: their job is done and its not a problem if the ECM die after.
COMMANDS: still issues when there is multiple commands in the same team = useless and all people don’t know that buffs aren’t stacking. = NOT SOLVED
“What you are asking for cumulative buffs is just dumb and will be OP. There is a reason they don’t stack.” What are you saying here? I asked it to be disgressive with a ratio.
TACKLERS: When did i say “Tackler OP”? Can you read well?
Quote myself: “And by “too much” i mean that they do things that are too much, not necessarily “OP” but not in the game spirit.”
Quote another part: “the tackler have not a clearly defined role (even if now i understand that it is a support-like) and its special module don’t fulfill the 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 (like not being able to mutltiple-hit a same target) if this ship isn’t designed to be an assassin.”
= NOT SOLVED
I edited the former post to add those comments of mine inside it, now it is more clear
I also change the “assassin” role for “carry” wich is more more more clear
oh. And yes, i know all of the guard utilities.
Sorry to be … FRENCH! It is internet mister-I-know-all-about-people! I do my best to be understood. And if I writen SOLVED about ECMs, it is SOLVED!
Walls of text are here to be read! If you are lazy, pass your way and don’t answer them because you will ofc be confused and don’t undertstand.
I edit the OP in accord to the comment I writen to people before in the thread (only a copy/paste of my own comments). Then the new people reading it won’t be confused like the first peoples. It is simple.
Building a subclass with a role that isnt designed to be played on it is like doing a “troll” build… but here, that “troll” build is actually working! That is not cool at all. You play MOBAs? You understand that feeling? (best example I have atm: gnar adc on league, working only in soloQ until a certain level)
And about that singularity…easy to touch, i tried with a command even without the speed debuff from a tackler and did quite well \o/
Oh! Thank you for that information! So it is just that the singularity on tacklers do too much damages.
You can write long posts and still avoid walls of text.
And I fail to see why subclasses having multiple roles is bad. Have you played TF2? Have you ever heard of battle medics? How about scouts as support? Or spies as carry? I hope I don’t have to say anything about demoman. Don’t tell me this game is closer to MOBAs than it is to FPSes.
About singularities, again: Singularities have big projectiles and lots of damage, yes, but hitting interceptors is still hard, even at close range. Fighters and frigates shouldn’t let you close in enough to use them well, either. It’s my favourite fighter weapon, and I promise you that it’s not that easy to hit with.
You can write long posts and still avoid walls of text.
And I fail to see why subclasses having multiple roles is bad. Have you played TF2? Have you ever heard of battle medics? How about scouts as support? Or spies as carry? I hope I don’t have to say anything about demoman. Don’t tell me this game is closer to MOBAs than it is to FPSes.
About singularities, again: Singularities have big projectiles and lots of damage, yes, but hitting interceptors is still hard, even at close range. Fighters and frigates shouldn’t let you close in enough to use them well, either. It’s my favourite fighter weapon, and I promise you that it’s not that easy to hit with.
You are starting to be annoying about my “walls”… I try to make them as clear as possible by doing a lot of returns to the line and using color
I used to play TF2 and the game is actually dying atm: wrong example. About battle medics: they are just here to surprise the enemy and are not really worth going for in competitive because your team will have a lack of healing. Spies aren’t playable anymore because there is too much DOTs now with the new items. And spies are carries anyways, where is the problem about it? The are doing their job
About singularity: Tackler come invisible and apply a lot of slows then it can touch around 3 times and kill really fast thanks to the 20% damage buff (maybe it is the source of the issue? Those 20% extra damages…) even targets that arent intercetors. The tacklers have to be aggresive with their invisibility, it is not a defense tool or rarely:
0.11.3 patch:
Practice shows that invisibility is often used to avoid battle rather than stage a surprise attack.
That’s why we decided to stimulate the aggressiveness of tackler pilots:
When ODG Chameleon stops working, weapon damage is increased by 20% for 5 seconds
You are starting to be annoying about my “walls”…
I try to make them as clear as possible by doing a lot of returns to the line and using color
I used to play TF2 and the game is actually dying atm: wrong example. About battle medics: they are just here to surprise the enemy and are not really worth going for in competitive because your team will have a lack of healing. Spies aren’t playable anymore because there is too much DOTs now with the new items. And spies are carries anyways, where is the problem about it? The are doing their job
About singularity: Tackler come invisible and apply a lot of slows then it can touch around 3 times and kill really fast thanks to the 20% damage buff (maybe it is the source of the issue? Those 20% extra damages…) even targets that arent intercetors. The tacklers have to be aggresive with their invisibility, it is not a defense tool or rarely:
0.11.3 patch:
Practice shows that invisibility is often used to avoid battle rather than stage a surprise attack.
That’s why we decided to stimulate the aggressiveness of tackler pilots:
When ODG Chameleon stops working, weapon damage is increased by 20% for 5 seconds
> TF2
> dying
okay.jpg
also, spies are supposed to be carries? you’re hilarious
Also, what sort of nubs are you farming that don’t have two or three ways to break slows? Three shots is going to take approximately four seconds. Reaction times are typically .1 second or so, which generally means that they’re not going to be slowed for more than the first half of the first shot. Unless of course all their slow breaks are on cooldown, in which case, that’s blind luck. Meanwhile, covert ops have enough damage to make the tackler wish it hadn’t decloaked, recons have plenty of hard counters to cloaking to keep the tackler from running away again, and ECMs have enough disables to make the tackler regret ever thinking it could kill the tankiest interceptor in the game by surprising it one time.
> TF2
> dying
okay.jpg
also, spies are supposed to be carries? you’re hilarious
Also, what sort of nubs are you farming that don’t have two or three ways to break slows? Three shots is going to take approximately four seconds. Reaction times are typically .1 second or so, which generally means that they’re not going to be slowed for more than the first half of the first shot. Unless of course all their slow breaks are on cooldown, in which case, that’s blind luck. Meanwhile, covert ops have enough damage to make the tackler wish it hadn’t decloaked, recons have plenty of hard counters to cloaking to keep the tackler from running away again, and ECMs have enough disables to make the tackler regret ever thinking it could kill the tankiest interceptor in the game by surprising it one time.
Are you saying that the assassin-singularity gun build isnt working on tacklers ATM? It is not blind luck to observe someone being attacked by a C-Ops and to protect him when his attacker have spent all his modules #be-an-observer #be-an-assassin #be-a-traitor-xD
I like how you can be wanting to be the one having right saying all and its contrary
ECMs aren’t meant to be killed by tacklers, look in the “HELP” section about TACKLERS.
Now, I share some informations about assassins in games: they are carries and have always been. Examples: MOBAs,FPS,MMO - arena or team battles.
Also, I don’t like to be treatened and taken from high by a random person. If you want to have a different though about something, you should better don’t treat the other like sh*t… quote: “nubs” and also your way to tell that TF2 isnt dying, it can be done respectfully.
Aniways, we can continue our discussion
Xerrio you are completely misunderstanding what statue is telling you. The bottom line is that while singularity tacklers are powerful, any halfwit with a few evasion modules and any semblance of a fast reaction time will be able to evade bubbles.
And his example of tf2 is actually okay. It doesn’t matter that the game is “dying” (which it isn’t but I will not argue semantics here), the game’s fundamental concept of subclasses is central to gameplay and fosters teamwork. Just like Star Conflict’s subclasses.
And don’t even get me started on the delineation between assassins and carries. There are many differences.
Also, what sort of nubs are you farming that don’t have two or three ways to break slows? Three shots is going to take approximately four seconds. Reaction times are typically .1 second or so, which generally means that they’re not going to be slowed for more than the first half of the first shot. Unless of course all their slow breaks are on cooldown, in which case, that’s blind luck. Meanwhile, covert ops have enough damage to make the tackler wish it hadn’t decloaked, recons have plenty of hard counters to cloaking to keep the tackler from running away again, and ECMs have enough disables to make the tackler regret ever thinking it could kill the tankiest interceptor in the game by surprising it one time.
@Mecronmancer
If Statue tells me that a tackler slow is useless, then he say that singularity is also useless and won’t touch by the same way BUT I saw too many singularity builds to tells you that it works on them and it is a little bit broken atm and not only vs interceptors but on fighters and frigates too!
An ADC is a CARRY but a Carry is not always an ADC, don’t misunderstand. I didnt said ADC, I said Carry. Carry your team to victory by taking the more kills and objectives possible
Take a look at pro streams and what they say about “Be the strongest, carry your team. It is easier with assassins because you will take kills easily.”
I don’t care that tf2 is dying or not for you: just say it respectfully
PS: I laughted at your locations Statue and Mecron ^^ Nice one
I am saying it in a manner that is quite civil, thank you. I don’t need instruction on how to keep things “respectful” over the Internet.
In addition, singularities are not useless without slows on a tackler, if you know how to aim like yeahalex. How do you think Empire BubbleBringers are so strong in capable hands?
Conversely, the point that I’m making and what statue is trying to tell you is that there are many other ways to evade bubbles from a tackler as an interceptor, including but not limited to: phase modulating, adaptive camo, wiggling, and holoships. All of these _minimize _your chances of being killed by the tackler and allow you to counter their gameplay.
Thusly, singularity tacklers have counters to how they are designed, just like any other build in the game. They’re not broken at all - you just simply have to exploit their weaknesses. Broken implies that there is absolutely no counter to how these pilots fly.
Im not talking to you…im talking about statues maneers…read better each comments please… >_<
So, if singularities arent bad without slow (wich i could see) why is it WORSE with slows (and a 20% damage buff)? It has to be though.
It’s not worse with slows. Where did we say that.
Also, clarify who you are talking to - because that comment was regarded as directed towards me.
I am saying that
Ah, well that explains. So it really isn’t worse with slows - as a matter of fact it’s better because it increases the probability of you hitting your target with a slow bubble.
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 for the wrong role.
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.
Not really. See, there are many ways to build characters in Dota 2. Windrunner can either be built as a support or as a semi-carry. She can still be played competitively either way because the enemy competitive team can see the way that she is built and _react accordingly _to the strengths and weaknesses of each build.
The same can be said with how ship builds can be done in Star Conflict - all the enemy team needs to do is to recognize the style of build and compensate accordingly.
There are plenty of tournaments and competitive matches where not every top corporation uses the same cookie-cutter build on every single subclass of ship (although ESB pretty much does the same dang thing every time). The reason why there are so many ways to customize ships in this game is because the devs WANT for you to explore and make creative builds that are capable of fulfilling a unique subrole. That is also the reason why every ship has different synergy level bonuses - so that you are able to play into those bonuses and build based on ship strengths.
@Mecronmancer
AH! Maybe it is the 20% damages that are too much here and not the slows!
For the differents setups: okay but then the game should allows us to change our ship setup on respawn to adapt our gameplay (if this is true) since we can already change our ship (and so our class and subclass). Edit: And why is there strangely 3 subclasses by class?
For the differents synergy level bonuses, the ships aren’t on the same level and don’t benefits the same amount of Crew points. It is difficult to pick a rank 7 or 8 in T3 for example: I will only play my hyena R9 because of the crew points. Also, this turn to a P2play-the-ship-premium-because-it-is-broken-#Rockwelldoesdamages-in-T5
And to finish our misunderstanding, I written that on my comment above in answer to Statue, you didn’t saw it?:
“Also, I don’t like to be treatened and taken from high by a random person. If you want to have a different though about something, you should better don’t treat the other like sh*t… quote: “nubs” and also your way to tell that TF2 isnt dying, it can be done respectfully.”
And that is why i said that oppenly:
“I don’t care that tf2 is dying or not for you: just say it respectfully ;)”
Sorry about it!
:fed014:
Certain ships excel against other ships, but it is very hard to make a ship that has no counters.