The Genetic code for success

You guys act like being good could overcome anything. It is not true. Fitting is just as important, and that is what OP is posting about: what to fit.

 

About the resistances.

You have 0 resistance, you buy 20: your effective HP grown by 20%.

You have 100 resistance, you buy 20: your effective HP grown by 20%.

You have X resistance, you buy Y: your effective HP changed by Y%.

 

The thing is: you can increase your HP too!

You have 100 HP and 0 res: your effective HP is 100.

You have 100 HP and 100 res: your effective HP is 200.

You have 100 HP and 200 res: your effective HP is 300.

You have 200 HP and 100 res: your effective HP is 400.

You have 200 HP and 200 res: your effective HP is 600.

 

It’s only a matter of price. You have to calculate actually, what gives you more effective HP for less price (price here is module slots), and than calculate in the fact that heals are always a flat amount (which is good, because it creates an other point in this, not only effective HP maximization).

 

What they SHOULD fix is that you HAVE TO use a survival module to really have a good chance. I refuse to use them, and feel the effect.

Most of them are talking about Ceptors actually.

 

Ceptors while punished by tactical mistakes, are actually quite forgiven in term of strategic decision making, since their nature relies on speed and maneuverability to survive. They have plenty of choices when it comes to where on the map to fly to, which target to choose, going forward or retreat…etc.

 

Frigates on the other hand, heavily rely on strategic decisions, and actually use survivability to survive. A mis-positioned LRF will either be killed quickly or be useless, a Guard or Engineer going at beacon at the wrong time will be butt-raped badly, and when your teammates die you don’t have much chance to retreat either, leaving the beacon a little slower will make also yourself a delicious target.

Prediction marker turns into crap marker against high speed enemies who arent dumb enough to fly in straight lines. “aim assist” makes shots aimed at the marker to fly “correctly”, but when you try to aim somewhere else (like when intie is making slight turns and aiming at the marker = not hitting) shots become laggy and behave differently.

 

So in the end the most effetive way to shoot those speed freak inties is to shoot them with torpedos. Shooting fighter craft with torpedos, this game is doing it right!

Most of them are talking about Ceptors actually.

 

Ceptors while punished by tactical mistakes, are actually quite forgiven in term of strategic decision making, since their nature relies on speed and maneuverability to survive. They have plenty of choices when it comes to where on the map to fly to, which target to choose, going forward or retreat…etc.

 

Frigates on the other hand, heavily rely on strategic decisions, and actually use survivability to survive. A mis-positioned LRF will either be killed quickly or be useless, a Guard or Engineer going at beacon at the wrong time will be butt-raped badly, and when your teammates die you don’t have much chance to retreat either, leaving the beacon a little slower will make also yourself a delicious target.

I think a lot of people forget this.  I can get suicidal in an interceptor.  I can’t in a frigate without knowing I can out tank my opponents.  Frigates players have to be good at strategy.

I think a lot of people forget this.  I can get suicidal in an interceptor.  I can’t in a frigate without knowing I can out tank my opponents.  Frigates players have to be good at strategy.

 

Hahem, well, It’s not really true :smiley: Sometime “Launching a Suicidal mission” as a frigate can bait for a long time the ennemy team.

In a frigate, the most important thing is not “Survive”, it’s how make your death Useful for your team.

Hahem, well, It’s not really true :smiley: Sometime “Launching a Suicidal mission” as a frigate can bait for a long time the ennemy team.

In a frigate, the most important thing is not “Survive”, it’s how make your death Useful for your team.

Except for engies.

Hahem, well, It’s not really true :smiley: Sometime “Launching a Suicidal mission” as a frigate can bait for a long time the ennemy team.

In a frigate, the most important thing is not “Survive”, it’s how make your death Useful for your team.

Do you do that solo or in a squad?  When flying solo, your death in a frigate may not help.  Tactical sacrifice to distract the enemy by focus fire can help, but you have to hope that you’re team’s willing to push forward when you blow up.  If I push the limits too much in a frigate, my team will often run away and leave me to die.

 

I can’t say I blame them, if I see someone in a near guaranteed death I’ll move on.

Except for engies.

Actually LRFs too. Actually, anyone worths more alive than dead, and even Guard’s have to have a very good reason to die for it to be worth.

Do you do that solo or in a squad?  When flying solo, your death in a frigate may not help.  Tactical sacrifice to distract the enemy by focus fire can help, but you have to hope that you’re team’s willing to push forward when you blow up.  If I push the limits too much in a frigate, my team will often run away and leave me to die.

 

I can’t say I blame them, if I see someone in a near guaranteed death I’ll move on.

You don’t imagine how many time, while flying solo, I made my team won by sacrifying me