The class, the subclasses, their purposes...

Certain ships excel against other ships, but it is very hard to make a ship that has no counters.

It is not the goal! I just want each ship to have a clear purpose, a role. If not, allow us to change builds in fights because there is only one R3, R6, R9, R12 and R15 not premium of each subclasse, and when you crashed it because your opponent have the right build (like having an assassin-tackler instead of a classic support) by luck, you can’t play it anymore or will be chain-killed.

:fed014:

 

Big comment! I like your spirit, continue like this!  :005j:

If you have specific roles, then you will still come up against the counter and be "chain killed " *-:slight_smile:

Big comment! I like your spirit, continue like this! :005j:

You have no idea how much effort it takes to just sit a side from this"discussion", be thankfull.

If you have specific roles, then you will still come up against the counter and be "chain killed " *-:slight_smile:

This is why I ask to be able to change our build at respawn, having differents setups premade by ourselves before battle. We can already take another ship if it isnt destroyed but only one rank max each Tier for each role.

If ships have a designed role, then you can take a counter strategy in ship select like flying a gunship instead of a command.

You have no idea how much effort it takes to just sit a side from this"discussion", be thankfull.

Be thankful that a random post a useless non constructive comment on my thread? No, thanks. The exit is here —> []

And another thing: If there is not a role designed for each ship, then why is there only certains weapons working on them? Last example on the tackler: gravi-beamer, singularity and maybe the gauss but it is not really efficient with the 5 seconds damages buff, it would be short and let only one or two shots. Railgun and Ion emitter, nada.

And why is there specific ship designed weapons like the gravi-beamer?

 

And also, try to change recons, C-ops, gunships and LRF from their main role. You cannot play them another way, correct me if you found something different like gunship being a support.

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.

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.

 

It is true :slight_smile: But we can always make different builds for a same role! :slight_smile:

 

 

Then, I will set up a virtual competitive match to show you the problem:

 

_ Announcer : Today is the great start of the new SCWC (Star Conflict World Championship)! Both teams are here with secret strategies but like ever they will try to counter their opponent! Here is Mr.X, great game analist and also game designer._

_ Mr.X : Thank you Mr.Announcer! Yes, today is the day! Team X and Team Y facing for the first match in Team Battle and we can already predict that Team X will go for an “all-in” strategy because of the big amount of C-ops took, look at them: they are five! And they also have a backup with those two engineers. They even though about being countered and picked three Guards to takedown any tricky tackler. All is ready for them and we can take a look at Team Y._

_ Announcer : OH?! Did you see that? Team Y is doing something really fishy and weird here!_

_ Mr.X : Damn…That is really strange, they have picked five tacklers, three engineers and two guards to protect those engies! What are they thinking…? Even if a tackler is written as good versus covert-ops, they cannot one versus one them. I will have to say that the team Y will be advantaged._

_ Announcer : And the FIRST BLOOD fall! And it is… wait what? A tackler killed alone a C-ops? OH DAMN! Look at his build! It is the famous assassin-singularity tackler! It is completly sending back the steam and the analisys are completly wrong now! Look! The Team X guard’s can’t even catch up with the Lion Mk.II speed! Awww, it is a bad start for Team X here._

_ Mr.X : And now they have a big issue to deal with, their set-up don’t allow them to change their strategy! Arf, if only the game would allow the dead C-ops to go for a build with more defenses and speed… But now, it is too late and they will have to deal with it and accept their defeat because his only choice is to pick another ship if he don’t want to be chain-killed by those assassins wich means that there is no more strategy in Team X._

_ Announcer : Isn’t it a little sad that a game winner is designed at the first blood?_

_ Mr.X : It is…but we don’t have any way to change it and our game will have issues to stay alive with all the other team-based games because they all have the possibility to comeback and not ours._

_ Announcer : I am sure that there is still rooms for improvement and I see a lot of active people on forums ready to help the developers._

hahahahahahahahaahahahaha

 

those bubble tacklers work ONLY against under average pilots… on competitive level it just won’t work

 

oh and 4 ships is enough to have versatility for all gamemodes and diff game situations *ofc when u use 'em wisely* 

hahahahahahahahaahahahaha

 

those bubble tacklers work ONLY against under average pilots… on competitive level it just won’t work

 

oh and 4 ships is enough to have versatility for all gamemodes and diff game situations *ofc when u use 'em wisely* 

 

Then only the classic gravi-beamer and maybe the gauss works on them?

If I want to play both (like you people want to have multiple roles possible on a same subclass) in a game, how can I do? Because there is only one ship playable each Tier like I said above.

If only the gravi-beamer works in competitive, then my first though is right.

 

4 ships = 4 differents subclasses (without premiums…)

Do you even see the light at the end of the tunnel you are looking from?

And another thing: If there is not a role designed for each ship, then why is there only certains weapons working on them? Last example on the tackler: gravi-beamer, singularity and maybe the gauss but it is not really efficient with the 5 seconds damages buff, it would be short and let only one or two shots. Railgun and Ion emitter, nada.

And why is there specific ship designed weapons like the gravi-beamer?

 

And also, try to change recons, C-ops, gunships and LRF from their main role. You cannot play them another way, correct me if you found something different like gunship being a support.

Rail gunship is a support more than an assasin. 

 

Recon is a support by default.

 

Railguns and iom emitters are useful in tacklers with the right builds. One of my most played ships is the panther with rails. And I got both of my reaper medals on it. Awesome ship.

Do you even see the light at the end of the tunnel you are looking from?

Murphy’s law?

 

Rail gunship is a support more than an assasin. 

 

Recon is a support by default.

 

Railguns and iom emitters are useful in tacklers with the right builds. One of my most played ships is the panther with rails. And I got both of my reaper medals on it. Awesome ship.

The railgun is the weapon with the highest dps and crit chances and does kinetics damages (more like a finisher). I see it more fit an assassin carry than a support :slight_smile:

Edit: Further more, a support help his team taking kills with CC and buffs, not with damages. And just…Overdrive…please… :stuck_out_tongue:

I know that the recon is a support I only gave an example with a “support gunship” that I though could not happen, check again my list on the OP :slight_smile:

The panther is a premium ship that i cannot play. This game isn’t a P2play-the-way-you-want, no?

I just edited again the OP to divide it in 3 parts.

=> More clear

(Be happy StatueofLibroty :smiley: )

 

Also, I noticied that each faction have a speciality in a role and added it under the list.

 

I just added the final answer I was looking for thanks to your help in the part 1:

I will explain how to play a ship here now that I had all my answers in that thread :slight_smile:

 

I have to thanks everyone that took the time to answer and make this subject going further ^^

 

Now that the part 1 is finished, check the current situation of the thread in the OP to know what is lacking now :slight_smile:

It’s still a wall of text, y’know. It’s just a rainbow-coloured wall of text.

 

It took me about 15 minutes, but I found out the main point of the heavily edited OP now! Command buffs don’t stack (about two words about this being bad) and tacklers are too versatile (about two pages about this being bad).

 

Number one: Command buffs not stacking is a good thing. If they did stack, they’d need massive nerfs to prevent them from being OP. Just so you know, 100 resist adds 100% of your hull or shield volume to your effective HP. So five commands could effectively double the HP of an entire team – combined with an engineer who has their heals effectively multiplied by two, this would lead to command-balls being one of the most effective ways to play. Obviously, this would be bad.

 

Also, I don’t see you complaining about engineer auras not stacking. Could it possibly be that you like commands?

 

Number two: Tacklers are indeed quite versatile. They can be carries or supports – more specifically, disablers. But that’s just the thing, see: Disablers who let their team take advantage are supports, while disablers that take advantage on their own can be carries. However, tacklers are rather fragile, belonging to the two factions that don’t do quite so much face-tanking. Tacklers that try to be carries can be very easily countered by DPS or disables.

 

And again, I don’t see you complaining about the fact that commands can be built as carries. Could it possibly be that you like commands? Hmm?

Hi :slight_smile:

I don’t want buffs for commands to be cumultative, i suggest a “ratio cumultative” or/and a better tutorial to avoid having many of them in the same team.

For engineers, i just forgot xD Same problem ^^

 

The part about tacklers is really true! I agree with you :slight_smile:

 

Also, I don’t complain anymore that you can build your ship as you wish, like I said above, take a look at the Part 1 of the OP :slight_smile:

 

This thread is half a tutorial for newbies (and myself, because I was lost >< ) and half a request for changes. This is why i though about dividing it in 3 parts.

 

“It’s still a wall of text, y’know. It’s just a rainbow-coloured wall of text.” Sorry >_<

 

Now i will copy/paste the current situation of the thread:

QUOTE: 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 [be clear]), maybe differents (saved by the player) setups for each ship (see the answers to important posts quoted in the OP), and maybe a rework on non-stacking zone buffs or a clear explanation in the tutorial I am asking for.

 

PS: YES! I like commands XP

PPS: I like rainbows :3

C-Ops/Recon added in part 2.

Current situation edited.

You have no idea how much effort it takes to just sit a side from this"discussion", be thankfull.

1+

When you encounter a player (like xerrio) who doesnt knows the game well and make many hypothesis based on his narrow experience from the game, basically you have 2 options:

  1. Explain how game works at multiple lvls (solo, teamed, with randoms, coordinated team, pro, Aces, etc), using a proper “translation” from your experience to make clear how the game can be played (wich ive seen a lot in this topic, so im definately not going for this option since it doesnt seem very effective considering the effort it takes to teach properly).

  2. Step a side (and hold the horse) because the effort is not worthy over a player that constantly refutes what much more experienced players say (and coincide with many other players). Ill take this option since im not in the mood to bring more objective information to prove the points many others have sayed over and over.

Im pretty sure most of us agree that the game isnt perfect, but its defintately way more ballanced than what you claim it to be xerrio.

My suggestion: go into lower tiers, improve at game (you have a lot to work there, not just at aiming and flying skills, also as understanding how game modes work and how to counter different scenarios) and be open minded to get better step by step (i try to make every game an instance to identify and master what can i improve…maybe one day you will be perfect! xD)

WHAT IS THIS COMMENT??? I DIDNT REFUSED ANY HELP! FOLLOW THE MASS, SHEEP!

 

My gameplay isnt bad! I am a theorycrafter!

 

On this forum I see too much the sames NO-LIFES PROUD OF THEMSELVES!!!

I know that admins are reading this post, PLEASE CLOSE IT AND ERASE ALL COMMENTS ECXEPT THE ONES FROM maxer001 because it was someone that wanted to help.

Thanks.

 

TOPIC CLOSED for not enough good willing people.

 

ps: don’t delete the topic.