Konril#0102 posted (#post-215650) said:
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.
I am talking about teams of players who play together for hours and hours every day, pitted against new players that have no experience.
Experienced teams using this exploit are not going to want to recruit people who are new, they want experienced pilots with researched ships, of course they do. So when you suggest that those people should play in a team, you are not really making a realistic suggestion at all.
And this is an explot. We can agree that the Koschei is way over powered, I think most people, even many who fly it understand it's very powerful. With certain mods (I don't post that info in the hopes that people won't play this way), and 2 or more of them can take all the damage from the other team while healing each other. Thats a fact, I have been on noob teams where nobody had a trained TAC ship and got them all to attack the ball, tacs first of course. We could never kill even one TAC ship, not because we lacked in skill but because we were not using that particular ship, with the right mods in a tight ball, etc etc etc. That's not a tactic, what that is really, is setting up a scenerio where you are almost guranteed a win, every single game you play.
What's really horrible is the fact that if the winning team scores 100 pts, and the loosing team scores only 25 pts, the winning team received 75% more xp. That means that the player not on an organized team and playing random, will have to play an extra 3 games against those teams, just to equal the amount of XP they make in one. 4 games to 1. It's no wonder so many people thing this game is such a terrible grind, and why others cannot understand how they think that way.
It's skewed, it breaks the game, so when I see those same people I just simply quit and re-que. But of course if you bought the extra XP at the start of the game, you loose that and have to buy it all over again, which seems the real intent of greybox is squeezing every penny they can.
Read Redit, these forums, read the compliants, over and over and over about why certain TAC ships with certain mods are OP, and continue to read so that you understand how many people have quit for this very reason. It's a problem.
Are you with an organized team that uses this tactic? And have you played against this tactic and ever won? You don't need to answer me, I wouldn't know if I could believe you or not and it really doesn't matter to me, but it should to you if you are responding this way to my post.
People don't like flying ships that don't get them recognized, they want a powerful ship that can shoot everyone out of the sky. Most people don't want to be doctors or nurses because tehy don't like being healers. You might, some people do, I personally like the offensive TAC ship configurations, tractor beam pods are hilarious. But I can step back and also realize that they need to be fixed because they are grossly unbalanced.
I'll say this, I will either quit out of frustration, or I will hang around until it becomes clear that greybox is fixing the issue or not. For me this is a game breaker, I will stop playing and I'm sure many others will as well, if this isn't addressed at some point. But to date, I have read nothing on any plans to fix the broken TAC ships.