The Genetic code for success

There is a genetic code which ship is good and which ship is bad, and if you follow it, it will make you more successfull.

 

There is 2 general modes to discuss:

 

Reality mode, where its one crash and no respawn with same ship - mostly found in SC

and

Dogfight mode, where your ship and enemy respawns forever

 

I focus in this formula for immortality on the Dogfight mode… 

 

There is one generic rule that says:

 

Damage avoidance is the best defence at all. I do not want to go too deep into this but it means:

Mobility, stealth, distance is the 3 best things for defence.

 

Stealth is very short timed and ships using it cannot restealth for quite some time, it is powerfull for an alpha strike but regarding general Digfight style its not powerfull enough to be game breaking

 

Distance, is very powerfull regarding your DSR, cause you most unlikly to die, as you have good chances to recover somewhere behind a rock if distance is big enough. Never the less this stat is important if you work on your DSR, but its mostly unhealthy for game objectives (except elemination) so it will not be successfull in most Dogfight modes

 

Mobility is the most important thing in damage avoidance, if you really fly full speed, and you jump like a bunny unpredicted, its most likely to avoid most damage at all

 

beside positioning now to the ships that can stand damage. And here is one thing very obvious if you look how the game is designed:

 

In Dogfight you will get damaged, so surviing damage and getting back to health is key. So again mobility is very important as you need to fly in worse case to your engee and survice the journey…

 

There is two generic ways of tanking: Resist a lot and need not that much to heal, or have a huge HP pool to work with.

 

If you talk about alpha strike, its not obvious what is better, but if you talk dogfight its very very obvious. High Resist, cause all HP restore is not a % of max health but a fixed value (in my eyes the biggest flaw in development) cause it clearly puts resist builds into advantage.

 

In an ideal world, you would try to get max shield resi, max hull resi. The game has not enough passives to allow this.

 

So you need to be good at one thing, either shield resi or hull resi. From a psychological point shield resi would be better, because if you on the battle field with randoms a ship with full shield is not selected as the pray of day compared to the ship without shield…so if you loose your shield you gonna be focused.

 

This would lead to the conclusion that shield tanking is key.

 

But if you look at passives and ships this is not flying, not enough passives, better implants for hull tanking…

 

So at the current state of the game to gain semi immortality and good scores you need to look for good mobility with 3 hull slots to gain roughly with buffs 200 resi all…These 200 resi all can soak a lot of damage, can be repaired fast etc.

 

On top of this you want hull repair modules in case u need to fix yourself…

 

This is …to my knowledge how the current meta looks like. If you for example watch in T3 where most dogfights are the 1800+ DSR people you see them fly high mobily ships cannon boots mostly with 3 hull resi and mostly as premium that allows them (R9 ships calculated as R8) to fly 7-9 as 4 people squad (thats anonther flaw…but somehow game needs to make money…)

 

 

If you talk about alpha strike, its not obvious what is better, but if you talk dogfight its very very obvious. High Resist, cause all HP restore is not a % of max health but a fixed value (in my eyes the biggest flaw in development) cause it clearly puts resist builds into advantage.

 

​Not true, resist tanking is only viable to a certain point(around 100pts) where each additional module is highly inefficient at reducing dmg. 

 

 

So you need to be good at one thing, either shield resi or hull resi. From a psychological point shield resi would be better, because if you on the battle field with randoms a ship with full shield is not selected as the pray of day compared to the ship without shield…so if you loose your shield you gonna be focused.

 

Actually, most people will focus you if your hull is nearly gone.  Due to the superiority of hull tanking, most people recognise that it is easier to take down a ship with full shield and low hull than vice versa.

 

 

 

So at the current state of the game to gain semi immortality and good scores you need to look for good mobility with 3 hull slots to gain roughly with buffs 200 resi all…These 200 resi all can soak a lot of damage, can be repaired fast etc.

 

200 resist is a complete waste of module slot, even with heals, you are better off with a raw hull/shield.

Okay, I’ll stack all modules of speed and strafing into my Empire Frigate, dive into the battle field and see the result  :crazy:

Okay, I’ll stack all modules of speed and strafing into my Empire Frigate, dive into the battle field and see the result  :crazy:

 

Imagine the horror in the enemy’s eyes when they see you chasing after them in your Styx.  :lol:

I give up, can’t even find many modules that help with mobility on frigates, even if there are, usually they are much inferior to other choices.

 

So nope, this guideline is for Ceptor or some fighter, nothing for a Frigate Pilot to do here.

Sorry, but you are wrong. 

There is only ONE code to success (besides a not bad fitted ship) : Teamplay. 

K.

 

tons of characters

Sorry, but you are wrong. 

There is only ONE code to success (besides a not bad fitted ship) : Teamplay. 

Ah wait, yes, thats why WPK always has the same 4 ships setup?

 

-All Gold ships with R9 that are R8 to be as a team on T3

-One Valor

-One max Resi Gold Gunboat

-One max Resi Commando

-One max resi ceptor…and sure all hull resi with 3 slots?

 

Defintly this …and teamplay

Ah wait, yes, thats why WPK always has the same 4 ships setup?

 

-All Gold ships with R9 that are R8 to be as a team on T3

-One Valor

-One max Resi Gold Gunboat

-One max Resi Commando

-One max resi ceptor…and sure all hull resi with 3 slots?

 

Defintly this …and teamplay

 

Well, yes. You need one healer in general. 

But the rest is optional. 

Sorry, but you are wrong. 

There is only ONE code to success (besides a not bad fitted ship) : A Reaper

Good.

 

 

Ah wait, yes, thats why WPK always has the same 4 ships setup?

I laughed :smiley:

I give up, can’t even find many modules that help with mobility on frigates, even if there are, usually they are much inferior to other choices.

They were removed from purchase in T3.  If I upgrade the modules, I can get a Styx to 350m/s.  With mostly greens, it would be 343m/s.  It would have the survivability of a tanky Desert Eagle.

Ah wait, yes, thats why WPK always has the same 4 ships setup?

-All Gold ships with R9 that are R8 to be as a team on T3

-One Valor

-One max Resi Gold Gunboat

-One max Resi Commando

-One max resi ceptor…and sure all hull resi with 3 slots?

Defintly this …and teamplay

This is actually a lie.

Phoenix, Wolf, Ricasso, Sai, and Spirit don’t like your post.

They were removed from purchase in T3. If I upgrade the modules, I can get a Styx to 350m/s. With mostly greens, it would be 343m/s. It would have the survivability of a tanky Desert Eagle.

K.

Speed is good and all but is there a build that allows me to this on my Styx?

“fly full speed, and you jump like a bunny unpredicted, its most likely to avoid most damage at all”

I would trade everything on my ships to get one.

There is only ONE code to success (besides a not bad fitted ship) : A Reaper. 

 

And now try this in SecCon  :taunt:

There is only ONE code to success (besides a not bad fitted ship) : A Reaper. 

 

And now try this in SecCon  :taunt:

Already done. (That was a missclick xD)

 

I won the game xD

Sorry, but you are wrong. 

There is only ONE code to success (besides a not bad fitted ship) : Teamplay. 

Thanks. Totally agree. Good teamplay can usually overcome any random groups

K.

Speed is good and all but is there a build that allows me to this on my Styx?

“fly full speed, and you jump like a bunny unpredicted, its most likely to avoid most damage at all”

I would trade everything on my ships to get one.

Use an Anaconda or Valor.  Faster speed and more survivable.

Ah wait, yes, thats why WPK always has the same 4 ships setup?

 

-All Gold ships with R9 that are R8 to be as a team on T3

-One Valor

-One max Resi Gold Gunboat

-One max Resi Commando

-One max resi ceptor…and sure all hull resi with 3 slots?

 

Defintly this …and teamplay

My Sigurd and my Eagle B are crying because of your post.

 

As far as I know, we don’t have squad restrictions. Just take one engi for heals and anything you want for the rest. WPK pilots are good enough to make any ship combination work.

 

And we have even played in 4 men squad without engineer.

 

To OP:

 

  • Resists over 100 is a waste. You better get some buffer or regen instead.

  • Raw speed without manoeuvrability is also a waste. Think about dragster cars and rally cars.

  • Long range weapons usually have low DPS. It is better to get close and kill the other guy fast, then zoom away (or behind cover)

 

In essence, pick the ship you like more, choose the modules to fit into a role, and learn her strengths and flaws.

 

Good pilots are not good because their ships are good, they are because they know how to fly them. I have more than 1500 DSR and I have elited all ships up to rank 9, and most of them flying solo. And I didn’t find any ship being more difficult to other. They are just different.

 

 

Good pilots are not good because their ships are good, they are because they know how to fly them. I have more than 1500 DSR and I have elited all ships up to rank 9, and most of them flying solo. And I didn’t find any ship being more difficult to other. They are just different.

 

Yes, I agree with this statement. 

 

the best pilots are not good cause of gear or the ship type, they are good because they fly well, know how to use tactics, time shots, and use there ships to there maximum ability as intended. 

 

A good example is me, for instance, I know how to use the Covert Ops very well, and use it as the main dogfighter. I know when to turn around under pulsar and mentally count 10 seconds before coming back to engage, or to only fight those a bit slower then me. Hell, sometimes its best NOT to finish off someone and just move on to another target or objective, etc. 

 

These thoughts or traits is what makes a good pilot. Gear and ships are just a small factor on the larger threat behind the proverbial wheel. 

 

(This is not intended as a reply to Eviscerador) 

Hell, sometimes its best NOT to finish off someone and just move on to another target or objective, etc.

I’d just like to stress the importance of that. You can also call it situational awareness. Always be aware of the overall battle situation and you will never be out of position.

(This is not intended as a reply to JPhack, I just like to see myself poasting :lol:)