What's OP, and what isn't?

Bring LRF>Use EM Field>Wait until they use modules>Vanish using Reverse Thruster>Own him with Tachyon Missiles>Use R13 Implant to own the next guy.

How has nobody thought of this?

You guys really should start playing Sector Conquest more, and then talk what is efficient and what is not (against good squads, not against some randoms)

It was a great tournament I thought though, lots of different pilots flying different types of ships.  

All i will say that, it is great that we have people willing to organize events like underground tourney or this, and it is great that we have people attending.

I would like to add ECM to the list.  Oh, and Cov ops are still overpowered.  Especially when used with ECM and recon.  

 

Inty squad or gtfo in higher tier gameplay.

Short recap for what this game is:

 

Some LRFs - OP

Some Guards - OP

Some Engineers - OP

 

Some Commands - OP

Some Tacklers - OP

Some GunShips - OP

 

Some CovOps - OP

Some ECMs - OP

Some Recons - OP

 

You see the trend there? Everything is OP = nothing is OP.

That’s not the case at all.  Interceptor squads in higher tiers shut everything down.  ECM can turn off a pulsar and tackler and then a cov ops kills everything else.  

Interceptor squads in higher tiers shut everything down.

FTFY

FTFY

You forgot the case of “FAILSQUAD” :smiley:

I tried to generalize as much as him xD

 

 

Some Fed Guards - OP

 

Must… Tell… the… TRUTH !

Must… Tell… the… TRUTH !

Is it? For me it’s only really the T-Rex Mk.II due to the insane disable range and R13 implant making it basically always available. Granted, the rank 11 one can be hard to deal with due to its speed but only really if you get caught out of position in the wrong ship.

ecms are more op in squads than most ships i find. they need tweaking. maybe longer cool downs idk, it is hard to work out how to balance something

ecm’s have cooldownds, tacklers don’t. tacklers are most OP to me

ecms make u fly in straight lines and take away ur precious energy tho :frowning:

ThIs entire thread is… Bakas

Some Tacklers - OP

 

Are you referring to the Lynx, by any chance?

 

 

ecms are more op in squads than most ships i find. they need tweaking. maybe longer cool downs idk, it is hard to work out how to balance something

 

Teamwork is OPed. Lone ECMs can only derp around. 

I’ll tell you what’s OP… Kinetic Superchargers.

 

A direct ripoff of the Frigate Coil Mortar for ECM pilots. It has better DPS than the Coil, better projectile speed, faster rate of fire, it doesn’t have a deadzone preventing it from firing backwards, and it creates an 80 meter cloud of kinetic shrapnel that does continuous damage to ships within it.

 

The Coil Mortar has a larger explosion radius and slightly greater range, but that’s about it.

 

The kinetic supercharger is a rubbish weapon, especially since ECMs can stun-lock you so you can’t escape the cloud of shrapnel. That and with the recent revision that allows ECMs to disrupt pulsars pretty much means they don’t have to fear any type of Frigate at all, ever, and can take any of them out within 6 seconds if they cycle their stuns correctly.

I’ll tell you what’s OP… Kinetic Superchargers.

 

A direct ripoff of the Frigate Coil Mortar for ECM pilots. It has better DPS than the Coil, better projectile speed, faster rate of fire, it doesn’t have a deadzone preventing it from firing backwards, and it creates an 80 meter cloud of kinetic shrapnel that does continuous damage to ships within it.

 

The Coil Mortar has a larger explosion radius and slightly greater range, but that’s about it.

 

The kinetic supercharger is a rubbish weapon, especially since ECMs can stun-lock you so you can’t escape the cloud of shrapnel. That and with the recent revision that allows ECMs to disrupt pulsars pretty much means they don’t have to fear any type of Frigate at all, ever, and can take any of them out within 6 seconds if they cycle their stuns correctly.

Do you have any idea of how much time do you need to kill anything with a supercharger?? it is the lowest DPS weapon of all the interceptor weapons, and you can only fit it in the only interceptor without damage or critic chance bonuses. Hardly op.

Do you have any idea of how much time do you need to kill anything with a supercharger?? it is the lowest DPS weapon of all the interceptor weapons,

Actually, if you assume that your targets will take full cloud damage and you spread your shots between targets it is the theoretically highest dps interceptor weapon by very far.

However, since the cloud damage does neither scale nor stack, once you add implant and ship bonuses and look at its single target dps it does fall behind RFB and pulse lasers (arguably if you consider the damage type it’s still ahead in effective dps, however).

Reminds me I still need to write a bug report on that weapon though, so many bugs. :stuck_out_tongue:

edit: done: [http://forum.star-conflict.com/index.php?/topic/23849-kinetic-supercharger-multiple-damage-bugs/](< base_url >/index.php?/topic/23849-kinetic-supercharger-multiple-damage-bugs/)

When I’ve taken 74k damages from an ECM while in the same time, Covert Ops only did 24k with RF Blaster.

 

I can garantee you I was yelling. And not about the damages, about the fact this ship was already breaking the game’s dynamic.