What else? Balance issues... [NB]

---- gameplay balance bugs

 

A. LRFs do way too much damage and can decimate entire fleets in the open. 3 second reload? give me a break… that plus their cloak makes them extremely lame, campy and annoying. it’s even hard to point out a target for your team that keeps cloaking… you call it out, it cloaks, and your team is confused… LRF shouldnt be able to remove its radar signature… not to mention nerfing some of that damage. it will 1-shot a ship in the hull, and 2-shot it from full hp. 2 LRFs can 1-shot fighters… and yes, you can hit fighters 50% of the time at 12km range… frigates? forget it, those things are dead…

 

B. covops/int/recon can run circles around fighters. that seems like a bit of a stretch. you can’t even turn fast enough in a fighter with collission compensators… you should at least stand a chance, but in every single case vs a semi-skilled pilot even, you cannot outturn them to even get a shot off…

 

C. guards are pretty useless, at least the T1 variants. they don’t have dps or turning speed. just tank. basically a huge target and nothing more.

 

D. fix the recon commander exploit. they can keep warping around the far edges of the map behind their team, so they get 20km to see you coming, then warp away at the very last moment wasting your time to get to them, then they repeat again. only way to prevent this is to commit 2 units… first unit to force the warp, second unit recon to warp to his new location after he warps. however, this doesn’t guarantee success since the recon has to kill him. if he fails, or if the commander warps to his teammates, then its another few minutes before you can attempt again… this is really stupid and lame… not to mention, try coordinating this in a public game… commanders shouldn’t be able to warp and kite 10+km… command should act like a ‘flag’, not reducing your move speed, but at least preventing you from warping in any fashion.

 

E. matchmaker paired an entire T1 team vs an entire T2 team… that will be all…

 

---- contract/mission/territory bugs

 

A. remove any ship restrictions from contracts. this causes imbalances in team compositions.

 

B. to even the odds, have the RNG calculate higher odds to select tiles of the faction who is winning more often. so it becomes harder to take more territory the more you have.

 

C. contracts should auto-renew. or just stay activated, and the reward handed to you for each mission. yes, i consider this to be a bug.

 

D. reward some contract loyalty when contracts are failed. otherwise it become impossible to level certain factions when teams are being stacked against them (people will usually check the mission map to see which side is winning and join that one). also, it only makes sense that your loyalty should be rewarded for taking part in a conflict, regardless of the outcome. after all, you’re sacrificing your life (or your time in this case) and your ship (maintenance costs).

 

---- cost imbalances

 

A. reduce the costs of premium ships by 75%. T3 should cost no more than 3$, T4 no more than 4$, T5 no more than 6$. and no ship should ever cost 8$. in fact, that’s pushing it. it should be lower, but it’s the maximum that most people will tolerate. furthermore, consider a common scenario: someone wants to buy 4-6 (avg 5) premium ships from each tier, do the math: 41k for T4, 20k for T3, 7k for T2, 3k for T1. that’s 71k… and 71k translates to approximately 140$… nobody is going to pay 140$ to not even own half the premium ships in the game. this would mean that they’d need to spend 400-500$ to buy all of the ships, not including the T5s coming up. if you want to throw T5s into my calculation it would be about 1000$ to buy all of the ships. that is insane, and people will rightly think that you are insane.

 

B. as a note to the point above, T4s cost 16$, T5s will cost 32$… that is crazy insane… what are you smoking?

 

E. what publishers often fail to understand is that by lowering prices, you’re not lowering profits. you are increasing the amount of items users will buy, since most people spend on average 50$ on a game, regardless of how many items that will buy them. just because items are more expensive doesn’t mean people will spend more, it just means they will have LESS items, which makes for LESS happy customers… understood?

– gameplay/balance

 

A) No, they’re not. If anything, Jericho LRF are underpowered. VERY underpowered. And LRF are extremely easy to kill. Just grab a Ceptor and fly to it. Any Ceptor will do it, even ECM.

 

B) That’s the idea of ceptors, be faster than Fighters. You want to beat Ceptors that easily? Proximity Mines, Minefields, Tacklers, faster mouse movement.

 

C) T1 Guards are useless, T2 are fine, T3 are overpowered. They ARE mobile tanks. If you know how to fly them, you’ll withstand most incoming fire fairly easily. Trust me, I’m a Guard pilot.

 

D) There’s no exploit about that, just tell your team to have a Recon on their team and warp to them when they warp away. Insta-win if that friendly Recon has friendly CovOps flying next to it.

 

E) And it will continue to do so because we’ve seen no indications of it ever changing from that.

 

 

— contract/mission/territory

 

A) There are no ship restrictions. Unless you’re talking about those “tutorial” contracts. Then that’s obvious you need to use one or other specific ship or skill.

 

B) The system randomly selects a nearby territory depending on how many enemy tiles are touching the territory. Ie, an area with a boundry of 6 tiles will likely be picked over an area with 4 border tiles. This selection also depends on WHERE the territory is being attacked/defended.

 

C) Contracts are exactly handled that way. But you need to accept them. That’s how it is.

 

D) Contracts aren’t failed. You either finish them or you don’t.

 

 

— cost

 

A) No. GS is how this game survives. T5 ships will likely cost 16k GS, if they keep the current scheme. And people will buy them if they make them appealing enough, that’s the problem. But, so far, most of the Premium ships (purchasable with GS) are balanced with the top Rank of that tier.

 

B) As long as the marketing department says so, tehy’ll keep doing it, because they’re forced to.

 

E) This is because they still have an eastern mentality. People in the east (southern asia/russia) would actually pay this because they can.

– gameplay/balance

 

A) No, they’re not. If anything, Jericho LRF are underpowered. VERY underpowered. And LRF are extremely easy to kill. Just grab a Ceptor and fly to it. Any Ceptor will do it, even ECM.

 

you’re assuming there is nobody guarding it…

 

B) That’s the idea of ceptors, be faster than Fighters. You want to beat Ceptors that easily? Proximity Mines, Minefields, Tacklers, faster mouse movement.

 

a tackler cant kill a ceptor. cuz the ceptor can jam your modules… and is superior in every way except a bit less HP. stasis generator, prevents you from moving, shooting or using modules for 4 seconds. how long do you think it takes to kill a tackler while it cant move to dodge? less than 4 seconds… tackler is more for small gang situations, because you can add dps for your allies, and slow a target for them as well. it can be used for 1v1, but that is not its purpose. it can be used to 1v1 recon or covops. however, the recon can still warp away, the inhibitor doesn’t prevent them, and the covops can cloak, as can you. however a covops will almost always kill you. all they need to do is cloak to interrupt your inhibitor, then decloak and finish you. oh, plus a covops will prevent you from locking on to them :\

 

C) T1 Guards are useless, T2 are fine, T3 are overpowered. They ARE mobile tanks. If you know how to fly them, you’ll withstand most incoming fire fairly easily. Trust me, I’m a Guard pilot.

 

yea, i understand that T2/3 can have higher resists, although i question T2 guard effectiveness, if i can flank it, it will die, doesn’t matter what resists it has… it just depends how long it will take it to die.

 

D) There’s no exploit about that, just tell your team to have a Recon on their team and warp to them when they warp away. Insta-win if that friendly Recon has friendly CovOps flying next to it.

 

try coordinating that in a public game and good luck… it is an exploit, because it has only 1 counter, and that counter takes lots of time, usually wasted in the attempt. ‘flags’ should not ‘warp’ around… imagine if the flag carrier in CTF games could just warp to wherever they wanted :\

 

— contract/mission/territory

 

A) There are no ship restrictions. Unless you’re talking about those “tutorial” contracts. Then that’s obvious you need to use one or other specific ship or skill.

 

there’s a few contracts that require specific faction ships or weapons, not only the tutorial ones.

 

C) Contracts are exactly handled that way. But you need to accept them. That’s how it is.

 

no, they are not auto-renewed. you have to accept the contract before every mission starts to obtain it again. timed contracts run their course and then are not renewed, you have to remember to renew it again for 1 mission after the 24 hours or whatever passes.

 

D) Contracts aren’t failed. You either finish them or you don’t.

 

i think you missed the point. if the mission is failed, you should still be rewarded. are dead soldiers not rewarded? does their sacrifice not mean anything to these greedy corporations? why would anyone fly for them then?

 

— cost

 

A) No. GS is how this game survives. T5 ships will likely cost 16k GS, if they keep the current scheme. And people will buy them if they make them appealing enough, that’s the problem. But, so far, most of the Premium ships (purchasable with GS) are balanced with the top Rank of that tier.

 

no, it’s how the game dies. ask anyone, 50$ for a ship is utterly ridiculous and in fact turns this publisher into a laughing stock.

 

B) As long as the marketing department says so, tehy’ll keep doing it, because they’re forced to.

 

yea, well the publisher’s marketing dept… and all they care about is that they at least break even, which means that instead of trying to build a customer base, they instead charge each existing customer whatever they can milk them for. this will never lead to them obtaining more players. furthermore, based on what i said, players will not spend more just because the game is ‘forcing’ them to. they will quit instead, much easier.

 

the trick is this, as stated: most player spend 50$ on a game. what will 50$ get you in this game? maybe 4-8 premium ships and a 3 month license? that just doesn’t seem like a good deal to most people, especially since there are more than 45 premium ships, so that only give them 10-20% of the ships… for 50$… and when T5 arrive that will be like, 55-60 premium ships, so only 7-14% of the ships… 10% on average, so 500$ for all ships? that’s just crazy.

 

so by tring to maximize your profits from every player, you are in fact lowering your player base.

 

and since the average player spends 50$ on a game, each player lost is 50$ lost… it’s pretty simply to understand really.

 

E) This is because they still have an eastern mentality. People in the east (southern asia/russia) would actually pay this because they can.

 

no, that’s because these are western subsidiaries of foreign firms. in other words: they don’t care what they charge their customers. same thing happened with 2 other publishers from asian countries in the US. in the end they abandoned their users, because they couldn’t get enough customers, because people realized they were being screwed. now they have a F rating with the BBB, several class action lawsuits and have been slammed in reviews for their recent game releases. moral of the story: don’t screw existing customers just because your broken payment model prevents you from obtaining new ones and making an actual profit instead of chump change.

No one ever guards it. The only people who will attack you are people that are just respawning.

 

The Tackler CAN kill the Ceptor. Easily. Unless they’re Recons. Then you’re screwed. But if you’re going after ECM on a Tackler, please make sure they’re attacking someone else… Recons will just cloak and show up right behind you, so drop a Mine on their asses. CovOps? Those are easy-mode, they’re already on the invulnerability shell before they notice you’re on them. And if they cloak, even worse, because the Target Painter stays on them. You can track them down and then finish them off.

 

If it’s a good Guard pilot, you WILL die on your first 2-3 attempts at it. You just need to catch them with the Pulsar off and no Minefields in the vicinity.

 

Oh, so now it’s an exploit to use modules that come with the ship? Ok, I’ll just use the Metastasis Field to stop you dead and then shoot you dead. Even better, I’ll just abuse the LRF Disintegrator and keep shooting you dead as soon as you spawn, sounds just giddy to me. Oh, better yet, gun you down with the Gunship whilst you can’t run away in a Ceptor. OH, I got a better one, lemme just get an RFR CovOps and give you a pair of 7k crits on your xxxx, that’ll make you feel better, right?

Get your head out of your xxxx. There are a LOT of broken mechanics in this game but your complaint of using the Microwarp ISN’T one of them.

 

None of the Contracts require you to use a specific ship of any kind, unless it tells you to use a specific module. And no, weapons don’t fit into this category.

 

I always open that window after EVERY match. If you can’t get used to that, that’s too bad. You can only have 3 active Contracts, anyway, so what do you wanna do? I’d rather pick the Contracts I’ll be completing instead of having the game decide it for me.

 

“Dead mercs” in this game are just that. Dead. You play the role of a mercenary that’s taking Contracts from those factions. Honouring the dead? In this game? Don’t die and get rewarded, there’s a good merc.

 

Then let them turn themselves into a laughing stock. We already gave them plenty advice on how to gain money and cut down on their humiliation, we can only help so much.

 

No, believe me, this game is bringing a huge profit to these people. At least from the nitwits that spend money on the current scheme.

 

In this game? $50? A ship. One. That’s all. To fully fit a T3 ship with Premiums? Around $150. A lot more than an EvE Titan.

 

The dev team is Russian. Not sure if Gaijin itself is Ruskie, though. So yes, they have that mentality of “yeah, put that price on it, people will buy it.” Fact is… the eastern countries do that. The western world? No.

No one ever guards it. The only people who will attack you are people that are just respawning.

 

your optimism is what gets you killed.

 

The Tackler CAN kill the Ceptor. Easily.

If it’s a good Guard pilot, you WILL die on your first 2-3 attempts at it. You just need to catch them with the Pulsar off and no Minefields in the vicinity.

 

wait, this the pulsar off? you mean the pulse shield? it doesn’t turn off… :open_mouth: i see now… you are inexperienced…

 

and for the record, this was never about tacklers vs covops/recon/inty, yes a tackler CAN in SOME cases kill them, but not in MOST cases. the problem is fighters, they don’t stand a chance since they can’t even turn fast enough to get a bead on them. what is the point of a fighter if they cant even hold their own in close combat vs a ship not specifically designed for 1v1 combat? (except the covops).

 

Oh, so now it’s an exploit to use modules that come with the ship? Get your head out of your xxxx. There are a LOT of broken mechanics in this game but your complaint of using the Microwarp ISN’T one of them.

 

wow, and this is where i stop responding. i’m assuming you are one of the people abusing this ‘exploit’.

 

None of the Contracts require you to use a specific ship of any kind, unless it tells you to use a specific module. And no, weapons don’t fit into this category.

 

wrong again.

 

I always open that window after EVERY match. If you can’t get used to that, that’s too bad.

 

everyone is not you, and not everyone appreciates doing this.

 

No, believe me, this game is bringing a huge profit to these people. At least from the nitwits that spend money on the current scheme.

 

i think you need to seek immediate professional medical advice.

betatrash, lol, you are very inexperiences I’m gonna assume. dont bother with betatrash, he will never understand

betatrash, lol, you are very inexperiences I’m gonna assume. dont bother with betatrash, he will never understand

 

don’t bother with FunkyBacon either, he’s just trolling me too cuz he saw me complaining about this issue in public chat last night. just for the record.

 

btw, i bet you both of them abuse these ship types to no end… and it’s what i see people flying more and more often, entire games filled with nothing but covops especially, then some intys, and LRFs… those are the most common ship types, except those that cant afford a ship yet and fly the default fighters.

 

btw, you ever try to hit a covop/recon/inty in combat? they just spin and loop around, making it impossible to hit them with the hit registratino and the lag… and the time it takes your projectiles to travel…

 

simply put, it’s massively exploitable, since you can almost never be hit, even by missiles due to your speed/agility.

 

that’s why people use them, and that’s why it’s going to become ridiculous pretty soon as more people figure that out.

don’t bother with FunkyBacon either, he’s just trolling me too cuz he saw me complaining about this issue in public chat last night. just for the record.

Did I ? I can’t remember…

A lot of the things you say in your first bracket are not exploits and are actually good uses of the modules they are given. 

 

besides the matchmaker, that thing is half a joke sometimes.

A lot of the things you say in your first bracket are not exploits and are actually good uses of the modules they are given. 

 

besides the matchmaker, that thing is half a joke sometimes.

 

i never said the items in the first bracket were exploits. commander warp is exploitable. especially in public games, but even in private games it could be a major annoyance and cheap tactic.

 

as for the first bracket, dude… i’ve been literally 1-shotted from across the map countless times by 2 LRFs working in pairs or 2-shotted by a single LRF even while dodging. great example: some tackler was flanking to our commander, so i broke off from mid to chase him, i was right at the 12km range of their LRFs, but they were behind me, as i was chasing the tackler about 5km behind him. then just got insta-popped… like INSTA… happens a lot with LRFs…

 

and just to prove it’s not just me whining, i actually tried a LRF and did the same thing, one time ending up with 8 kills… next dude on my team = 3 kills… i played about 5 games, each time racking up top kills… LRF is way OP… if you think they can’t hit, you’re just not doing it right. i can hit 50% of my shots, and that’s only after playing 5 games with one… they can decimate an entire fleet in 30 seconds flat… a single LRF…

 

as for covop/int/recon, i’m currently testing them now, but what i say holds true, they can kill any unit basically because of their maneuverability, speed, ecm and jamming skills, and cloaks. you can’t kill what you can’t hit…

i never said the items in the first bracket were exploits. commander warp is exploitable. especially in public games, but even in private games it could be a major annoyance and cheap tactic.

 

as for the first bracket, dude… i’ve been literally 1-shotted from across the map countless times by 2 LRFs working in pairs or 2-shotted by a single LRF even while dodging. great example: some tackler was flanking to our commander, so i broke off from mid to chase him, i was right at the 12km range of their LRFs, but they were behind me, as i was chasing the tackler about 5km behind him. then just got insta-popped… like INSTA… happens a lot with LRFs…

 

and just to prove it’s not just me whining, i actually tried a LRF and did the same thing, one time ending up with 8 kills… next dude on my team = 3 kills… i played about 5 games, each time racking up top kills… LRF is way OP… if you think they can’t hit, you’re just not doing it right. i can hit 50% of my shots, and that’s only after playing 5 games with one… they can decimate an entire fleet in 30 seconds flat… a single LRF…

 

as for covop/int/recon, i’m currently testing them now, but what i say holds true, they can kill any unit basically because of their maneuverability, speed, ecm and jamming skills, and cloaks. you can’t kill what you can’t hit…

empire LRF is quite powerful yes. jericho LRF is a joke.

i’d just like to add that tackler beams can be broken by cutting them with an object such as a capture point or asteroid, and since most fights take place next to one, these weapons become pretty useless as they are cut within seconds in such an engagement.

 

at least capture points should not cut the beam, asteroid can be debatable, maybe the size of asteroid should be taken into account.

also, regarding loyalty for failed missions again, it all comes down to a simple concept:

 

don’t punish users. it’s a great way to lose customers. if people see they aren’t progressing, and they are earning absolutely zero faction, chances are they will either A. leave the game and never look back, or B. join the winning side, stacking teams even further, leading to imbalanced and unenjoyable gameplay. in effect turning sector conquest into nothing but a joke. a stack-fest where people join the winning team just to boost their loyalty and win ratios.

 

further thoughts on punishing users:

 

don’t charge them 16 or 32$ for a ship… great way to earn a bad rep as the next WoT.

 

if the avg user spend 50$ on a game, it means they can only buy 32+16=48$. one T5 and one T4 premium…

 

most users will laugh at this sort of proposition and you won’t even get the 50$ you could have if you had priced items more decently.

 

also, the more users the game has, the more advertising it will get, which brings in even more users. it also makes the game more exjoyable for existing users since matchmaking becomes more balanced and there is a larger player population to play with, form corps, etc…

 

on the other hand, if a user sees they can buy 1-2 T5s and 2-3 T4s and a T3 maybe with that 50$, about 10-12 ships, they are much more likely to make a purchase.

 

it certainly doesnt mean that is the last purchase they will make, as there will still be plenty of ships for them to buy, just not the ones they would consider their primaries. and they will still need licenses in the future, as well as more standards when new ships become available, if they so choose.

 

as for myself, i know i will only be buying T2, or T3 premium ships, and at most one T4, because i’m not willing to spend any more on a game, just like most users out there.

 

it’s called price point - a marketing term - designed to describe what users think a product is worth. case in point, most video games are 50$, so that is all users are willing to spend (or what users ‘think’ they are worth). in some cases of LARGE and i mean LARGE DLCs like the guild wars expansions which add a whole new continent and hundreds of skills, they might pay another 50$, but the benefit has to be substantial.

 

in the end, all that matters is how ‘satisfied’ the users are, because they will only ever spend 50$ on average. so if they can get more for that 50$, they are more likely to spend a few more dollars in the future. if they see they get next to nothing, they won’t even spend the 50$.

 

oh, not to mention the 5$ a month ‘premium’ or license fee, which most users see as a necessity. so basically, this fee plus the ship cost is too much for people. 16$ of your 50$ goes toward a 3-month license. leaving you with 34$. you can buy one T5… or 2 T4s with that… that’s pretty ridiculous, considering you can buy about 10-30 champions in games like LoL with that (just the most well-known example).

 

also, as a matter of concern: don’t use ‘sales’ to reduce prices of ships. it annoys users due to the long wait time before teir items comes on sale. WoT does this. they in fact use it for a specific purpose: it’s psychology. they use sales to lower the ‘price point’ so users think they are getting a good deal, when in fact they are not. users aren’t dumb and they pick up on these tactics: they certainly won’t earn you any points with gamers… just price items accordingly and don’t use GIMMICKS (which WoT is famous for). gamers hate gimmicks, and they hate being tricked, coerced, annoyed, or forced into buying items for the sake of progression.

 

for the record: i dropped 70$ on this game. however, i’m waiting on ship prices to drop. if they don’t, then i’ll just be buying T2, T3 and one T4 as stated previously, and i won’t be a very happy customer, which means i won’t spend another 50$…

 

edit: i wrongly assumed gaijin was a japanese firm, but i guess it is russian. therefore i feel the need to explain an ancient chinese concept to you: feng shui. the philosophy states that you need to create a welcoming environment for users, free of frustrations, distractions and elements that may cause discomfort, and i just outlined several of them for you in the posts above.

i think i’ve thought of some ways to fix some of these problems. and some new ideas. i’ll compile a list in a week and try to make it as brief and clear as possible.

 

however, i wanted to write a long rant so you understand what is going through player’s heads when it comes to this stuff.

As long as you still complain about  LRF being OP, you are not considered an experienced pilot. That’s the moral of the story.

Okay, I’m assuming you are talking about Tier 1 because some of your points feel like that to me. If you’re not flying T1 then my mistake - I’ll redo for Tier 2 or whathaveyou.

 

–Gameplay balance–

 

A. Long Range Frigates are indeed scary in Tier 1… but not really anywhere else. I know it’s frustrating - I remember when I started it was actually worse than it is now - but just remember the following:

 

  1. His ships are going to suck harder than a vacuum cleaner in a black hole once he reaches T2.

  2. Your ships are going to be awesome in T2.

 

Let the Long Range have their fun, yeah? Once they hit T2 they’re going to find they’re a whole lot weaker, and that nobody wants to fly with them because Long Range pilots have a reputation of just sitting in spawn and dragging the whole team down with them.

 

B. This… is an unfortunate truth in Tier 1. By Tier 2 you can get implants and modules that will counter this. Thing is, Interceptors are really squishy in Tier 1 - they lack a lot of he modules Inty pilots need to keep them alive. Just lock on from range and smack them with a missile - you’ll utterly ruin their day.

 

C. Guards are indeed useless. They are, in my opinion, a total waste of time in Tier 1. Primarily because they can’t actually fill their role. By Tier 2 Guards matter more, but it’s not really until T3 that they truly shine.

 

D. So Warp after them! If the enemy commander is a Recon, send Recons to kill him. This isn’t really an exploit - it’s a tactic, and one that few people will ever use beyond Tier 1. In T2, the Commanders generally want to stay close to the Engineers and receive heals.

 

E. This is indeed totally unfair and broken, but our requests for this to be fixed have fallen on deaf ears for over a month.

 

–Contracts–

 

A. I wasn’t aware there were any ship-specific contracts. Do you mean the tutorial ones? If so… that’s kind of the point of them. The Tutorials are there to teach you how to fly specific ships. It doesn’t make sense that you can complete them in a different ship.

 

B. I have been told the game does indeed make it harder to win territory in Sector Conquest as you get closer to the enemy capital. It’s just that Jericho currently has a lot of very active corporations flying under its banner!

 

C. I tend to agree; I would like all contracts to be active at all times, and automatically check off when you meet their criteria. They can still have cooldowns, but it’d be awesome to go hell-for-leather in a mission and see eight or nine contracts pop up at the end…

 

D. I’m not sure what you mean here… Contracts are completed regardless of whether you win or not, unless the Contract specifically requires victory. For example, if I have the contract “kill five ships not belonging to the Empire”, this will ping as complete even if our side didn’t win the fight.

 

–Costing—

 

A. I have my own thoughts on pricing, but I do agree they charge far too much for later tier ships. Tier 1 is alright price-wise and T2 is about what I feel is a fair price for a ship.

 

B. I share your feelings on that subject. T4 premium is far, far too high.

 

E. Trust me, plenty of people have tried to make this point and been ignored before…

Okay, I’m assuming you are talking about Tier 1 because some of your points feel like that to me. If you’re not flying T1 then my mistake - I’ll redo for Tier 2 or whathaveyou.

 

A. Long Range Frigates are indeed scary in Tier 1… but not really anywhere else. I know it’s frustrating - I remember when I started it was actually worse than it is now - but just remember the following:

 

 

tier 1? yea… you know tier 1 is matched against tier 2, right? even t3 haha…

 

also, i own t2s (elite pack) but i’ve only flown them twice. i’ve looked through an research most of the mods/weapons (before the patch) for each ship type. i’m a numbers guy. and you see, there really isn’t that much difference between T1 and T2 LRF and fighter stats to make me believe what you said. furthermore, from experience, like i just said, flying a experimentally equipped T1 command premium (black hort), which is in fact has the same or better stats than the machete S,T2, r6 without experminetal mods… besides the fact the machete has 1 extra active+passive, and 2 ship mods, which basically amount to 30% better attack and shield strength (not 30% more hp). actually 20% hp on that ship. so roughly 25% better stats with gear… but the T2 LRF is also 20-25% better :\ so… no difference as far as i can see, or almost negligible.

 

i’m just going to venture a guess that you don’t play LRF, and in fact play inty/recon/covops.

 

B. This… is an unfortunate truth in Tier 1. By Tier 2 you can get implants and modules that will counter this. Thing is, Interceptors are really squishy in Tier 1 - they lack a lot of he modules Inty pilots need to keep them alive. Just lock on from range and smack them with a missile - you’ll utterly ruin their day.

 

i’m sorry, inty’s can dodge missiles in T1 quite easily, without effort actually… a fighter stands a lot worse chance. in T2, implants can cut that down, yes, but if he stays glued to you, hardly… but they still can’t hit a skilled covops… neither can your guns…

 

C. Guards are indeed useless. They are, in my opinion, a total waste of time in Tier 1. Primarily because they can’t actually fill their role. By Tier 2 Guards matter more, but it’s not really until T3 that they truly shine.

 

yup, balance issue.

 

D. So Warp after them! If the enemy commander is a Recon, send Recons to kill him. This isn’t really an exploit - it’s a tactic, and one that few people will ever use beyond Tier 1. In T2, the Commanders generally want to stay close to the Engineers and receive heals.

 

it actually is an exploit, because you have to commit several units to defend against it, usually of low importance otherwise, which basically means you are outnumbered because of a single ability/unit. plus you have to overstrech, because they hide 20km behind their backline, which takes you time to traverse… and then you have to catch them after they warp, if they didnt warp into a bunch of their teammates… then what? you cant warp to them or you die…

 

A. I wasn’t aware there were any ship-specific contracts. Do you mean the tutorial ones? If so… that’s kind of the point of them. The Tutorials are there to teach you how to fly specific ships. It doesn’t make sense that you can complete them in a different ship.

 

some tutorial ones are ship specific yes, some other factions contracts, that are timed, not tutorial require specific weapon types.

 

B. I have been told the game does indeed make it harder to win territory in Sector Conquest as you get closer to the enemy capital. It’s just that Jericho currently has a lot of very active corporations flying under its banner!

 

k, well… yea, this game lacks information.

 

C. I tend to agree; I would like all contracts to be active at all times, and automatically check off when you meet their criteria. They can still have cooldowns, but it’d be awesome to go hell-for-leather in a mission and see eight or nine contracts pop up at the end…

 

hmm, i didn’t mean 8-9 hehe. but you brought up a good point. they’d have to remove the contract cancellation fee if you want to terminate it. so you can terminate a auto-renewed contract to select another one you might prefer at the time.

 

D. I’m not sure what you mean here… Contracts are completed regardless of whether you win or not, unless the Contract specifically requires victory. For example, if I have the contract “kill five ships not belonging to the Empire”, this will ping as complete even if our side didn’t win the fight.

 

i mean mainly to primary contract, which does require a win. in fact, the others don’t need auto-renew, and it would be problematic. just auto-renew the default contract. ‘win 1 battle.’ i’m sure the cancellation fee is pretty low :\ you barely ever cancel that contract anyways.

 

hmm, but you’d still have to keep checking the contracts screen… ok, well this will fix it. 2 checkbox in in the contracts window, just below your loyalty, above the actual contracts: ‘auto-renew primary contract’, and ‘auto-renew secondary contracts’. that would allow you to choose whether you want to manually renew your secondary contracts instead of the first one that is available being auto-renewed. then you can turn it off if you want to switch factions, or just cancel your contracts.

 

–Costing—

 

A. I have my own thoughts on pricing, but I do agree they charge far too much for later tier ships. Tier 1 is alright price-wise and T2 is about what I feel is a fair price for a ship.

 

T1 is 1.25$ USD, T2 is 2.50$. i dunno, 2.50, sure i’d love that… but i don’t think they would. i’d say 5$ for the mid-high tiers, and 10$ max for the highest tier that will exist in the game, without reduction in the future. so if there’s gonna be a T8, make it 10$, and just make the current T5 6-7$ for now. price reductions in future are bad for the community, i’ve seen it happen multiple times.

 

currently, T5 will cost 32$. if they ever do make a T6,7,8 what will they cost? 64,128,256$?? :smiley: haha. also, don’t forget experimental mod salvage, which can run you more than the cost of your ship…!!! otherwise itll take forever with the base 10% chance.

 

so technically you can double all those prices. a fully fitted T3 costs 16$… T4,5 are 32,64$… T6,7,8 is the exist would be 128,256,512$?? oh my…

 

its like they only want you to buy one premium ship. people who have 25$ to spend will buy a T3, mods and 1 month license, 50$ will get a T4, mods and license for 3 months… it’s pretty sad when you look at it like that…

Hi everyone!.. recently i did a credit test, apparently my friend made about around 13% more credits( i was using a level 15 ship, he using a level 14,13), we both have license and he does not have any pack except for that galaxy extra loot pack. I have every pack except for the deadmans chest and i purchased all these packs before the big synergy update, not sure where my credit and rep and loyalty gain went towards? ! hmmmm ! 

This forum is for bug reports, not for balance discussions.