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If the other team is using the TAC ship exploit that has yet to be fixed.



Gepostet: //
25. März 2018 21:46



There is an op exploit which has yet to be balanced.

You can tell that an organized teeam is using this exploit by pressing the [ TAB ] key at the screen where you choose your ship prior to battle.

Until this exploit is fixed, I would suggest doing what I am starting to do. That being not to play matches where it's obvious the other team is using the TAC ship exploit, are organized and you are going to loose.

The problem with this exploit is that if you have 2-3 tac ships of high tier, and a combination of arti, desi and dreads, and specially if those people make up an organized team that has been fightng together, you cannot kill the tac ships and it will be almost impossible to kill any ship being healed by them.

So when choosing your ship, press the [ TAB ] key, check out what ships the opposing team is using. If you see they are a team, using 2-3 tac ships and your side does not, quit that game. It is far better to quit that game and play another and possibly win.

You make 2-3 times more EXP when you win, so you are able to level faster, get better ships faster, better mods, etc which helps you win more. The time it takes to play a match you know the other team is using the TAC SHIP EXPLOIT, so you know you are going to loose compared to the amount of time it takes to cancel and join a more fair fight you might win, will allow you to make far more EXP than you would sticking to loosing fights.

Until the devs fix the exploit and/or balance things correctly, and until they fix the random team generating problem and organized teams using TAC ship exploit I would suggest just simply cancelling out of any unfair match where you are certain to loose. Don't play teams that are using the TAC ship exploit, they are using you for EXP fodder. You will notice they always say good game when they win over and over, to encourage you to continue to be EXP fodder. Those people know if you stop playing those matches, they are screwed.

So instead of allowing Dreadnought to decide you are going to loose to be exp fodder for a team using an exploit to win, quit those fights and re-que for a more fair, more equatable fight.

Losing sucks, losing most of the time sucks worse, loosing all the time will cause you to abandon the game.


Gepostet: //
25. März 2018 23:27


Aktualisiert //
25. März 2018 23:31

Its not an exploit, its just the Adrenaline Shot officer briefing, and people have been asking the Devs to nerf or re-work it for months but they have yet to comment on the issue much to the dismay of many in the community.

I'm not sure why they're being so silent on the issue when its such a glaring problem that they must be aware of considering how frequently its mentioned, here, on reddit, and in the discord. Its a little disconcerting to be honest, certiently has made me doubt the Devs motivatoins.

I mean, DN_Tytyes said that he reads feedback constantly and is adding things to his balance report all the time even if he doesn't say so. https://www.greybox.com/dreadnought/en/forum/topic/133850/?page=4#213974

So Tytyes, if you're lurking around reading this, add this to your report "Adrenline Shot is OP as fudge and has been for a really long time, don't know why we haven't fixed it yet, lets get on it".


Gepostet: //
26. März 2018 02:30



It's not a direct exploit, you don't get 2-3x more XP for winning, and leaving matches on start is just as stupid as this topic.

Also, Adrenaline Shot has been discussed about quite a lot around this forum recently, and isn't OP in the way you assume it is. It only needs a little fine-tuning, to limit the maximum number of sources it can simultaneously yield energy for.


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Gepostet: //
26. März 2018 07:11



Tyrel#8199 posted (#post-215573) said:

It's not a direct exploit, you don't get 2-3x more XP for winning, and leaving matches on start is just as stupid as this topic.

Also, Adrenaline Shot has been discussed about quite a lot around this forum recently, and isn't OP in the way you assume it is. It only needs a little fine-tuning, to limit the maximum number of sources it can simultaneously yield energy for.

You are wrong, but only because you didn't ask me what I meant and assumed you knew already. Let me explain further.

First, if we were talking about an exploit in relation to computers, we might be talking about a hackable bit of code that allows access to some resource. But we are not, we are talking about specific things that exist in the game, resources in the form of modules, ship types, ship combinations and team creation. Keep these things in mind.

So when certain modules are used with certain ships, it makes them difficult to kill, but there are counters to these. Haling is the only skill that has no counter. You can counter someone shooting at you or counter before they even attempt to shoot at you, but you cannot counter healing between ships.

So you get a few TAC ships with the correct mod, healing each other while also healing desi, dread and arti ships all bunched in a ball, there is literally almost no way to take them down, period. So in that scenerio, it's not only an exploit we are talking about, it's also the fact that certain ships with certain mods used in specific ways are OP, cannot be killed and create a situation where by extension all ships in that situation being healed and protected become OP for that time as well.

So we have an exploitable situation using ships that are not balanced properly using mods that are not balanced properly which creates a situation where a team that is organized and played together regularly, can organize and as members sign on and off, could literally enter every game for hours winning every single match and making loosers of the rest of us grinding out exp for better ships and equipment.

So imagine this, a situation where the winning team wins by better than 50% and many times the winning team in this examples wins by more than 75%. That means if you were on the loosing team, your team only scored 25% of the points the winning team has. You take this deficit and you add to it the % difference awared the winning team and it's between 2-3 times as much exp earned by a winning team in this examples, as what you might in a match where you lost but it was a close match. So that even when you loose in a match where someone is exploiting the combination of ships, modules etc, you don't make even a fraction of the EXP you would if you lost in a regular normal match where people are not exploiting this TAC ship issue.

Anyway, not to be a jerk or anything but you called me out and I should clarify so that everyone understands exactly what I mean, thank you for giving me that oppurtunity. And I hope this response doesn't offend you.


Gepostet: //
26. März 2018 08:16


Aktualisiert //
26. März 2018 08:30

Park your ship between the ship healing and the ship being healed, or kill the healer. Purg, drain, distrupt, all are counters to healing.


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Gepostet: //
26. März 2018 08:17



Typically in video games, an exploit is somthing that people are taking advantage of that was not intended by the developers. None of what you're describing is that, because squads, healing, and Adrenaline Shot have been in the game for a long time. But I'm not going to argue semantics, and I see your point regardless.

These issues you're bringing up are mentioned very frequently, and are agreed upon as being issues by the large majority of the community (except for many of those abusing the issues, they don't want change) based on feedback i've seen in threads touching on such topics. But they have yet to be addressed.

Always good to make more noise though.


Gepostet: //
26. März 2018 08:52


Aktualisiert //
26. März 2018 08:53

Well what i do know is that this game is basically a big pile of dependencies. If you change one aspect of the game, it influences much more than just one thing. For example the nerfs to Storms and Missile Salvo. You might think its just the module getting worse, but its also a buff to the ships (mainly made tacs harder to kill) who had to deal with them. Now you can't simply drain and storm a healer because you are very likely to die before you could get the healer.

What i am trying to say, its better to leave it as it is as doing fast and not well thought changes to the game. Most of the players in the forums don't know enough about the game to think of all the effects a certain change will have.


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Gepostet: //
26. März 2018 11:49



I am a tactical cruiser pilot. Or maybe I should say I am a part time "TAC ship" pilot because I make an effor to play all 5 ship classes evenly so I don't get caught by the weird misconceptions various specialists have of other ships. The grass is always greener on the other side of the fence, it seems.

One of my first complaints: if Tacs are really so powerful then why aren't more people actually piloting them? All too often I end up in teams where the only allied healer ship I see is the one I'm in. Considering the side with healers has a big advantage over the side without, in theory, it tends to really become irritating to see nobody else doing the job on your own teams.

Speaking of "in theory." The average HPS of a Koschei is 820 and the Aion is 670. The heavy beam of the Koschei can get up to 1800 HPS at close range. But close range means you are as exposed to enemy fire as the people you are healing. So that's a lot harder to do in practice than one would think. Complicating this, the optimal DPS of most tier 4 ships starts at 1500, is usually around 1800, and can get as high as 4000 DPS. The only way these healing beams are of any help at all is because people have shields and other specific modules that can reduce the damage taken. A healer can keep an ally alive facing a single opponent, and a healer-dreadnought combo can absorb fire from several opponents at once. But the reality is that the solo oponent taking on a healer-DPS combo is fighting 1 vs. 2, and the healer-dreadnought combo tends to lack the firepower to take down enemies fast. 3 attackers at the same time can be seriously frustrating to the 2 person dreadnought-healer combo.

Another frustration I often have is the frequent "armies of one" that I see. Setting up a proper healball requires coordination. Loose cannons that go off and do their own thing can singlehandedly lose the match for their entire team. Sorry Vindicta and corvette pilots. If you don't know how to keep yourself alive, your suicide runs are a liability to the enitre team no matter how high your personal score is. (And I've been guilty of that myself on occaion.)

So what I am seeing is that the so called "TAC ship expliot" is actually they have a proper team and you don't. Teamwork aided by a voice-chat application and proper coordination and planning really is OP when facing eight little "armies of one," and there is little any developer can do about it. Perhaps an ELO system for matchmaking could help, but I'm worried the Dreadnought playerbase might not be large enough for that to be viable yet.


Gepostet: //
27. März 2018 06:07



Brother Belial#4215 posted (#post-215635) said:

Park your ship between the ship healing and the ship being healed, or kill the healer. Purg, drain, distrupt, all are counters to healing.

did you read his post?

He talks about 2-3 healers and you say park inbetween the healer and the target? Just split in 3 ships? Or kill the healer - yeah right, what a hint - all 3 healers at the same time of course, so easy ...

just a pointless comment


Game developers always do the right thing - after the management tried all other possibilities beforehand


Gepostet: //
27. März 2018 08:17



[Miles__Teg#1156] said:

[Brother Belial#4215]said:

Park your ship between the ship healing and the ship being healed, or kill the healer. Purg, drain, distrupt, all are counters to healing.

did you read his post?

He talks about 2-3 healers and you say park inbetween the healer and the target? Just split in 3 ships? Or kill the healer - yeah right, what a hint - all 3 healers at the same time of course, so easy ...

just a pointless comment

lets see, drain pulse golioth torpedo fleshet/torpedo salvo, drain pulse, storm missiles, flashet/torpedo salvo... Do I need to tell you how everyship can take out one of those healers before the others can react?

How about you think outside the box, instead of running a full damage ship because people can't/don't want to play differently to the way they played in recruit.

3 healers are easy, as long as you play as a team. Don't play as a team when the other team is and you are going to lose regardless of personal skill.

But then I'm not sure why I'm replying to a pointless post.


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