So my last Thread went down pretty quickly, probably because of the massive posts about server outages again .. So I'm posting this again, but a little different.
Many of us know about obliviondolls Poll, and I actually voted for the middle path; creating a new system. But my mind has changed over time... because I know thats not going to happen. Instead I say "Attempt to tweak numbers to make progression 2.0 work."
So obliviondoll if you're reading this pls change 1 vote to Tweak Numbers
But I still HATE the tier system as it is right now
This is Topic mainly about Tiers wich is IMO the biggest problem with DN at its current state
I'm gonna take the Jupiter Arms Medium Destroyer as an example throughout this post.
Also I'll take the Tempest Missiles, Beam Amplifier and the Siege Mode as Module Examples
My experience with Dreadnought post progression update was like this:
The balance between Tiers is way off.
I started like everyone else with Tier 1. The start of recruit Fleet.
For some reason there are only Destroyers Medics and Snipers. And if the Matchmaker wouldn't let Tier 2 players be in the same match there would be absolutely no counter against snipers. But then again whenever there are Tier 2 ships, the Tier 1's are getting obliterated; especially by Corvettes... Great fun for beginners.
Sidenote: I recently heard from the Roundtable on discord that they might change the buggy Aim Assist when right clicking to be optional. I'm pretty sure this is gonna make hitting corvettes a lot easier. We actually get something positive once. yay
Tier 1 Agosta
- Health 17000
- Energy 55%
Tier 1 Modules
- Tempest Missiles - 10050 DMG - 70 s Cooldown
- Beam Amplifier - 45% DMG - 90% HEAL - 50 sec Cooldown
- Siege Mode - 12000 DMG - 70 sec
4 Different Modules available at Tier 1
wich is fine I guess. I mean its Tier 1
Then you get to Tier 2.
Kinda balanced if MM works. If you're playing against Veterans you're screwed. Tier 1 don't stand a chance against you... what am I talking about.. kinda balanced? No its not
Tier 2 Trafalgar
- Health 21000
- Energy 65%
- Tempest Missiles - 11000 DMG - 65s Cooldown
- Beam Amplifier - 60% DMG - 120% HEAL - 45 sec Cooldown
- Siege Mode - 13000 DMG - 65 sec
8 Different Modules to choose here ...
Now comes the stupid part
I personally don't want to play Tier 3. Once again you are getting stomped by higher Tiers, and if you're lucky to play against Tier 2's you are once again stomping everyone - unless you're in a dola then you could basicly play Tier 1 again ... (jk, its bad but not that bad).
Tier 3 Otranto
- Health 25500
- Energy 80%
- Tempest Missiles - 13500 DMG - 60s Cooldown
- Beam Amplifier - 70% DMG - 150% HEAL - 43 sec Cooldown
- Siege Mode - 16000 DMG - 62 sec
12-13 Modules on This Tier to choose from
Then you reach Tier 4 and the game gets so unbelievably boring because someone at Yager decided to make ships SLOWER with each Tier. WHY???
Playing Tier 4 is boring, barely playable.
Also -- Maintenance costs.
I actually never got to Tier 4, I only played the hero ships and even the faster hero ships are extremely slow. The game right now is just too frustrating to play to Tier 4.
Tier 4 Vigo
- Health 30000
- Energy 100%
- Tempest Missiles - 16800 DMG - 50s Cooldown
- Beam Amplifier - 85% DMG - 175% HEAL - 45 sec Cooldown (goes up for some reason)
- Siege Mode - 20000 DMG - 60 sec
~27 Modules ... From 12/13 Modules on Tier 3 to 27 Modules on Tier 4
and the best thing is:
Tier 5 has the same ~27 Modules, just upgrades.
Once Again ships become even slower for some reason.
Tier 5 Athos
- Health 32500
- Energy 125% ...
- Tempest Missiles - 2150 DMG - 45s Cooldown
- Beam Amplifier - 100% DMG - 200% HEAL - 4 sec Cooldown (goes down again)
- Siege Mode - 24000 DMG - 55 sec
What I'm basicly saying is, Tweak the numbers drasticly.
Tier 1 Ships should not have 55% Energy. They should have 100% like everyone else.
Tier 1 Ships should not have ~60% health of the same Tier 5 version, they should have AT LEAST 80% or more.
Speed should stay the same for all the Tiers, or get faster slightly with each Tier, NOT SLOWER.
Some Modules are incredibly useless at lower Tiers.
These differences should'nt be much more than 80% but right now they have less than half of power/effectiveness than the Tier 5 ones.
Some Module sare especially odd, like Dreadnough Warp module being unable to warp to a target until Tier 4 or Tier 1/2 Anti Missiles lasers being unable to shoot down missiles most of the time.
Tier 2 Bomb Catapult does 19500 DMG with 70 seconds cooldown. The Tier 5 version of that does 36000 DMG with 55 sec cooldown.... so many more examples .. some of these Numbers are just ridiculous.
Tiers don't need a lot of difference in Numbers, they already have more options when it comes to modules.
So ... yeah I'm fine with tweaking numbers. But it needs some big tweaks.