T3 and T4 are pretty much the same for me, both really don’t change and feel exactly the same. The engine mod, the one extra passive and the extra weapon mod are nice to have in T4.
T3 and T4 (command, engi, guard, interceptor)
T3 and T4 are pretty much the same for me, both really don’t change and feel exactly the same. The engine mod, the one extra passive and the extra weapon mod are nice to have in T4.
T3 and T4 (command, engi, guard, interceptor)
I voted T4. The only reason people don’t vote for it is cause they don’t play it, obviously.
I would say T2, but right now my only experience with it is with my rank 2/3 ships, which isn’t horribly fun.
T2 cauze of the T3 nukes :smoke:
T1 ~ do i have those?
T2 ~ oh yah les go
T3 ~ very cool i like but not the nukez
T4 ~ PVE only
Don’t have repair bills so this is no issue to me…but would rather play T2 than T3 just because of all the nukemz. No fun gettin killed by a friendly nukem. And u get those guys that will only fly around and leave nukez everywhere…even @ their own spawn…?
Perhaps if there was a better nuke warning system when u close to one like on the HUD at least u have a chance to duck.
T2. Its not too bad of a climb and things seems surprisingly balanced. Almost. Plus, my Stiletto if frickin awesome. xD
T2 definately! Anything beyond is way too flashy. I don’t like having too many modules and wizard sh*t going on, it almost feels like some WoW-like MMORPG button masher in T3… not cool!
Maybe its because of my background of MOBAs like League of legends that makes me enjoy that everyone got different ability’s and you never know how you are gonna get screwed.
Randomness is fun in my opinion, but not when its based on on RNG, but rather because someone sat down a thought: how can i be as effective as possible/screw up the enemy the most?
I like to get thrown into situations where there’s a lot of xxxx going on and i have to figgure out how to do the best of the situation with my current tools…with 0,3 sec of thinking time.
*sane* and not just a random clusterduck or wtf-is-even-going-on that happens in T3.
“everything’s a massive furball with so many effects nobody can tell wtf is going on, oh and someone just used a nuke so everybody died anyway”… I have yet to see /partake in a T3 match that’s *sane*.
so much action that everything devolves into a chaotic clusterfuck.
I LOL:ed at these, made me feel happy …i must be tired.
I’m afraid I have to concur with those who bash Tier 3. In fact… I’d say that Star Conflict is like Star Wars.
Tier 1 is the Death Star battle: satisfying, but bland. There are no grand strategies at work, nothing spectacular, just three types of ship having a guns-only dogfight. Very enjoyable, but it’s not going to wow anyone.
Tier 2 is the Death Star II battle: everything the first one was, but better. We have more ships, we see tactics used, we get more complex interactions and the action is bigger, bolder and better than ever! This is everything you could want in a space combat scenario and more.
Tier 3 is Episode III’s intro… Sci-fi as written by someone with the attention span of a goldfish.
“Oooh! A thing! Look at the big shiny thing! LASER BEAMS!!! Ships all go bang-bang-bang-bang-bang and then it’s like KAPOW and they’re all ssssshhhwao! nnnnnnnnnnyyyyyyyyyyang! pew-pew-pew! Oohoohooh! More flashy things! More flashy things! There’s only twenty things happening in this three-second stretch! Put more stuff there!”
It’s… it’s horrible. There’s no natural flow to the game, just a jarring back and forth as people wait for the other side’s torrent of special abilities to stop. Players die mysteriously and without any explanation, having no way to tell what killed them, and the defensive power of ships increases so much relative to the offensive power of their main guns that one-on-one combat seemed to effectively cease to exist. The only way to kill is to gang up on a target, which in turn means that nobody will fly solo for fear of being ganged up on, and what you’re left with is two blobs of players who seek to interact as little as possible.
Tier 2 is the best tier of the bunch. It has the right mix of ease of access, simplicity of play and strategic and tactical depth. I honestly think the only reason T3 sees as much action as it does is elitism of the Corps / Old Guard who have played since before the “Steam pugs” began to show up, and they use T3 so they won’t have to fly with such people.
Jumping from Tier2 to Tier3 has a bigger learning curve.
But I would like to point out, that note this discussion has been around for many patches already; some opinions might have changed, as the game has changed patch per patch.
I currently like the fact, that the game is a bit different depending on tier you are playing; it gives re-playability, being able to variate between tiers => between different kind of playability.
It’s… it’s horrible. There’s no natural flow to the game, just a jarring back and forth as people wait for the other side’s torrent of special abilities to stop. Players die mysteriously and without any explanation, having no way to tell what killed them, and the defensive power of ships increases so much relative to the offensive power of their main guns that one-on-one combat seemed to effectively cease to exist. The only way to kill is to gang up on a target, which in turn means that nobody will fly solo for fear of being ganged up on, and what you’re left with is two blobs of players who seek to interact as little as possible…
Do you play Eve? Your description of T3 pretty much sums up life in a 0.0 Corp/Alliance.
Just thought I’d point that out
It’s… it’s horrible. There’s no natural flow to the game, just a jarring back and forth as people wait for the other side’s torrent of special abilities to stop. Players die mysteriously and without any explanation, having no way to tell what killed them, and the defensive power of ships increases so much relative to the offensive power of their main guns that one-on-one combat seemed to effectively cease to exist. The only way to kill is to gang up on a target, which in turn means that nobody will fly solo for fear of being ganged up on, and what you’re left with is two blobs of players who seek to interact as little as possible.
Ah, but this is a team based game. I enjoy T3 because there are no solo-heroes.
As for blobs that do not interact, I recommend rallying your side together and spearheading the opposing side’s defence. Passive games can end very quickly this way as either the aggression will throw the enemy team off balance, or the coordination on your side is not enough to punch a hole in their morale and they consequently clean up one ship at a time. Take command and the rest will follow. Otherwise, well, at least you’ll go out spectacularly.
Ah, but this is a team based game. I enjoy T3 because there are no solo-heroes.
As for blobs that do not interact, I recommend rallying your side together and spearheading the opposing side’s defence. Passive games can end very quickly this way as either the aggression will throw the enemy team off balance, or the coordination on your side is not enough to punch a hole in their morale and they consequently clean up one ship at a time. Take command and the rest will follow. Otherwise, well, at least you’ll go out spectacularly.
There are still some solo heroes. But they have a low expactation of life, so they dont carry weight except the kill counter counts. (feels like only on your own team)
Maybe you and I have very different notions of what teamwork means.
To me, “solo” play is a valid part of team actions, so long as it is done with the bigger picture in mind. An example of this might be in Starcraft 2, where I might say to an ally “can you grab that expansion?” or “can you protect that flank while I harass the enemy?” Just because his army isn’t marching a deathball into the enemy base with me doesn’t mean we’re not working together.
Tier 3, to me, does not support that. If I break off from the circle-jerk to try and snipe an enemy Long Range Frigate, I’m going to die. If I break off to try and sneakily grab a beacon, I’m going to die. If I do anything except leave my ship idling behind and asteroid and go find a book to read, I’m going to die. Why? Because the tier simply does not allow lone wolves to accomplish anything.
In Tier 2 they do. In Tier 2 a lone Interceptor can get behind the line and obliterate 2-3 Long Range frigates before having to retreat (or even better, pulling other ships out of the fight to deal with him!). A sneaky Tackler can drift to the enemy Captain unnoticed and unleash a storm of mines, missiles and turret-fire from an unexpected quarter. A bold Engineer can warp gate to an undefended Beacon and claim it as his own.
All of these things help the team, even if they are not done with the help of others. Tier 3 doesn’t have that side of the game, and is worse because of it.
Maybe you and I have very different notions of what teamwork means.
To me, “solo” play is a valid part of team actions, so long as it is done with the bigger picture in mind. An example of this might be in Starcraft 2, where I might say to an ally “can you grab that expansion?” or “can you protect that flank while I harass the enemy?” Just because his army isn’t marching a deathball into the enemy base with me doesn’t mean we’re not working together.
Tier 3, to me, does not support that. If I break off from the circle-jerk to try and snipe an enemy Long Range Frigate, I’m going to die. If I break off to try and sneakily grab a beacon, I’m going to die. If I do anything except leave my ship idling behind and asteroid and go find a book to read, I’m going to die. Why? Because the tier simply does not allow lone wolves to accomplish anything.
In Tier 2 they do. In Tier 2 a lone Interceptor can get behind the line and obliterate 2-3 Long Range frigates before having to retreat (or even better, pulling other ships out of the fight to deal with him!). A sneaky Tackler can drift to the enemy Captain unnoticed and unleash a storm of mines, missiles and turret-fire from an unexpected quarter. A bold Engineer can warp gate to an undefended Beacon and claim it as his own.
All of these things help the team, even if they are not done with the help of others. Tier 3 doesn’t have that side of the game, and is worse because of it.
Intriguing point. I agree that breaking off from the pack can apply in some situations to give your team an added advantage. On the map with built-in warp gates, I am fond of rushing the beacon my team is not going towards. My intention is to distract, to pull forces away from the bulk of the fighting. If the enemy takes my bait, then I have successfully wasted their time. If not, then I have stolen a beacon they could have had. Granted, this strategy is not worth it if I die and so the onus is on me to know when to retreat.
Solo actions like this are viable in T3. The solo-heroing I’m referring to applies more to dogfighting and the actual destruction of ships. Of course, even 1v1s are possible in T3 but only if the conditions are right. If you can corral a pilot away from the spheres of influence created by his/her teammates, you can have your 1v1 duels at the expense of leaving your team.
When I head into T3 matches, I think, “The faster I can help my friends kill this one ship, the faster my friends can help me kill another.” I could wander off and dogfight someone, but I don’t want to. For the sake of efficiency, two guns is better than one. Besides, how sweet are the replays when you watch your squad collapse on one foe from four different directions?
In terms of dogfighting, I see it as a bigger issue. I mean, when it comes down to it, in Tier 2 you can make yourself matter just by shooting people. If you are a good brawler, you’ll help the team simply by keeping as much of the enemy side in the respawn menu as possible. Your enemy can’t stop you capturing beacons, planting bombs or blowing up the Captain if they are not physically in the match.
But it seems in Tier 3 there is a certain… inability to kill. A one on one fight essentially devolves into “which pilot gets reinforced first”, which in turn means that any given act of ‘heroics’ can be shut down simply by applying one ship’s worth of support.
In Tier 2, if I want someone dead then I can usually kill them no matter what. If your Long Range frigate has a supporting ship then that is no guarantee I won’t take you down. It might save the next guy along, but it won’t save you. Captains? They are only safe because they have half a team guarding them. That said, I’ve still killed Captains who had 2-3 escorts. Once, in one legendary battle, I killed the captain and got out again alive without any assistance of my team.
Aside from the “fly in and nuke” tactic, I’ve not seen that kind of play work in Tier 3. I can’t recall any situation where I saw one guy on his own accomplish anything more than knocking out a few drones at a beacon, or mildly annoying an Engineer prior to getting curb-stomped by four ships at once.
If they either upped the damage rate or dropped the survivability of Tier 3 ships, I think it would become a lot more fun to play.
I would like to introduce you to our resident Captain Assassins, but then I may be giving away trade secrets. I can say, however, that I’ve seen many interceptors with skills aplenty take out captains while they are still within range of their Engineers. Again, the conditions must be right, but it is possible.
The “inability to kill” you are referring to is countered by focus-fire. The game is built in a way that encourages teamwork. Being able to fly well is satisfying. Being able to fly well with others is a greater challenge as you cannot always choose who is on your side, but it is even more rewarding when you succeed. There is more potential for expanded gameplay in T3, more ways to push yourself into becoming an even better pilot. Learning to control your own ship is a practice in patience; learning to lead others is a show of mastery.
When your squad becomes an extension of you, that is when you realize what a team is truly capable of.
T2 is a great place to hone individual skill. T3 is where pilots go to master group discipline.
I voted for T2, T4 and the comedy option.
Reasons:
T2:
I get more, faster, with less swearing, and more reliably, in T2 fights. And I have more fun during those too.
What he said.
T4:
I love the charme of those matches. Its like living in a very small town and with time you recognize most of the T4 Players and know their setups. It can be quite a hard spanking there, but those matches give me the best adrenal rush. Excitement = fun.
Also, my fiendlist is full of players with which I talked after T4 matches. Like a little masochistic community. :yes_yes:
Oh, and in the contrary to T3 matches you absolutely know when you screwed up, since you can only blame the 2 Bots (in most matches).
Comedy option:
For the lols.
Eh, I used to like T2 before the interceptor buffs. Now I’d probably have to change my vote to T3, though I think T3 now is less fun than T2 was before.
Maybe you and I have very different notions of what teamwork means.
To me, “solo” play is a valid part of team actions, so long as it is done with the bigger picture in mind. An example of this might be in Starcraft 2, where I might say to an ally “can you grab that expansion?” or “can you protect that flank while I harass the enemy?” Just because his army isn’t marching a deathball into the enemy base with me doesn’t mean we’re not working together.
Tier 3, to me, does not support that. If I break off from the circle-jerk to try and snipe an enemy Long Range Frigate, I’m going to die. If I break off to try and sneakily grab a beacon, I’m going to die. If I do anything except leave my ship idling behind and asteroid and go find a book to read, I’m going to die. Why? Because the tier simply does not allow lone wolves to accomplish anything.
In Tier 2 they do. In Tier 2 a lone Interceptor can get behind the line and obliterate 2-3 Long Range frigates before having to retreat (or even better, pulling other ships out of the fight to deal with him!). A sneaky Tackler can drift to the enemy Captain unnoticed and unleash a storm of mines, missiles and turret-fire from an unexpected quarter. A bold Engineer can warp gate to an undefended Beacon and claim it as his own.
All of these things help the team, even if they are not done with the help of others. Tier 3 doesn’t have that side of the game, and is worse because of it.
+9001
Ignoring the fact that this is a necro, NASA folks can testify that even in corp practice in T3, it’s possible to solo enemy captain.
/signed one who did the soloing.