Aetrion#4710 posted (#post-223985) said:
I know that there are counters to all strategies in this game, the problem is that reactionary play is still at a significant disadvantage. The ability to instakill someone gets you kills at least some of the time, the ability to stop someone from instakilling you doesn't.
Let's say you have a combination of abilities that pretty much automatically produce a kill unless someone has the right abilities to counter them, you're going to always get free kills against people who can't counter it, you're going to get kills sometimes against people who fail to counter it, and you're getting a chance to escape from people who succeed to counter it, so you still have a huge advantage.
On the other hand, if you have a combination of abilities specifically to counter such a builds you're not going to produce any easy kills against anyone because you aren't using a counter or die build yourself, you can still fail to counter, and being set up to counter some things makes you vulnerable to others.
So, the mere existence of a counter doesn't balance the game. Any strategy that gives you a win when it works is always better than a strategy that just prevents a loss when it works. You can't win on the defensive unless you're luring your enemy into a trap, and "Haha, you thought you'd be able to simply instakill me but now you have to fight me" isn't a trap.
Also, I play Koschei, and it's just kind of awful to basically have the worlds biggest target painted on your ship, a mere 25000 health, so instakill for at least half a dozen abilities in the game, a 50000xp grindwall just to be allowed to attack anything that isn't so close you might as well break out the grappling hooks and go for a boarding action, and all that with the maneuverability of a beached whale. The heavy healing beam also really isn't a significant improvement over other healing ships in that department, because it has drastic falloff at range, so you have to get close enough to where you can start popping pods and autobeams, and with all that going the difference in healing output becomes marginal.
This is true - and it makes it so the best counter to super high burst damage is often just to kill them faster or kill their teammates faster than they can kill yours. I like to play gun boat Vigo against insta kill builds, since it almost always wins the duel. But my conclusion from a game design perspective would be to lower burst damage, not nerf the abilities that add depth to the game. For example nerf module amper and make plasma ram not ignore shields.
If you get constantly killed in the Koschei it probably isn't a good choice for this particular match. If I'd play Koschei I would only queue deathmatch, which gives the highest chance for this ship to be relevant.
Also, reading the match flow at the start of the game from the player list alone is a useful skill to develop. Starting the game with the right ship is a huge advantage. Of course, some ships are almost never a bad choice (like insta kill Vindicta build), but they can be. You need to make the call what will give you the best chance to win the match - counter strong ships of the enemy or try to match them. Both choices can be viable.