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NotMary

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This game feels worse than when i first started playing this. He Matchmaking is still virtually nonexistent; AI ships are still liabilities, and now the Progress is worse than before with this "improved research system"


Many problems are still not addressed in this game, like the Heal Balling that is still rampant, the questionable buffs and nerfs that nobody ask for, and the now terrible Onslaught mode with the Command Ship still not tiering in HP by Fleets.


You know what, I'm done. I hoped silently that the game could be salvaged in some way, but no; it's effectively dead to me. Goodbye Dreadnought,

As a Vindicta Captain, the name of the game is burst damage. If one is charging, STASIS, or get something between you and the Vindicta. If you have friends nearby, get near them and let the sheer presence force them to back off (bonus if there's an Arty that decides shooting it is fun)

The Good:


I can actually see where I'm aiming now; that reticle fix was something I didn't even know I needed!


Moar ship customization! Moar ways to make our ships our own!


The Bad:


LOADING. LAG. EVERYWHERE. IM HAVING TO WAIT UPWARDS OF MINUTES JUST TO SWITCH MENUS.


Still no news on reducing that grind; it's still jarring to see those numbers...


Some menu elements got WORSE. Some text is so small it's practically unreadable (timer cooldowns)


Still only two controller layouts; still finicky touchpad problems (and no, it isn't just me and my controller)

Ditto on PS4, we're not getting anywhere...


Jawayne#8001 posted (#post-204528) said:



NotMary#6632 posted (#post-204524) said:



Brother Belial#4215 posted (#post-204522) said:


Air detonate the nukes. Tarterus missile. Stops a ship dead. Nothing works everything resets. You can eat the ship in seconds. Have a well timed nuke following it and you can wipe out the heal ball in one go. But This was before Starling salvo got nerfed.



Alright, I guess there's no point to grind the Vindicta I suppose. I guess the solution is to always play Dreadnoughts



Plasma Ram deals 25k shield ignoring damage, add Module Amper and it is a guranteed one shot. So Vindicta may work too. The usual disrupt + drain + Storms works too.



Plasma Ramming is typically a 50/50. With just two Tac Cruisers, it's doable; if there's more than 0 arties in the heal-ball though, and they have basic situational awareness, you're almost guaranteed to die on approach or escape


Brother Belial#4215 posted (#post-204522) said:


Air detonate the nukes. Tarterus missile. Stops a ship dead. Nothing works everything resets. You can eat the ship in seconds. Have a well timed nuke following it and you can wipe out the heal ball in one go. But This was before Starling salvo got nerfed.



Alright, I guess there's no point to grind the Vindicta I suppose. I guess the solution is to always play Dreadnoughts

"Well you can just use a nuke salvo on them!"


I've seen those things, and saying they don't do jack is extremely generous. If the healing-ball has half a brain, they can pop shields and no-sell it. And if they're flying high up, you can forget about trying to hit them.


"Drain/Purge Works"


NOPE. It doesn't. Adrenaline Shot pretty much negates Drainpedoes or Drain Missiles, and I've seen coordinating Vindictas try to Purge Ram this heal-ball only for it to not affect the absurd healing and then get beamed to death thanks to their mediocre HP pool. So... No

This is getting out of hand... I will admit that the grind here's not as bad as some MMOs out there. The problem is: it doesn't affect how a grind exists in this game. IMO, the devs arguably made it worse by trying to redistribute it among the modules, and some people have already pointed it out with some fancy charts and math; they made an effort, but it ultimately made the grind worse.


I will say this though: IGN themselves noted the slightgrindiness in their review of the game...

I went to the Proving Grounds to test out the Storm Missiles I just unlocked on my Vindicta since I had no idea how'd they behave in battle. And while I was pleased with how well the module synergized with my play style, I noticed some oddities in the Proving Grounds...


-Enemies can lock-on and fire missiles at you... Through solid walls. This is especially evident with the Artillery Cruisers when I'm warned of Stasis/Drain Missiles coming my way when the enemy in mention clearly couldn't detect me, let alone have line of sight. I also notice this happening occasionally whenever AI show up in other gamemodes. Is this a bug, or is the AI just exploiting the limits of Module-Lockons.?


-The Scoring's... Strange to say the least. In the Proving Grounds; 600 points is the highest anyone can score after me and a few buddies noticed this before everything gives 0 score. And sometimes you can get seven "First Strike" score bonuses... On the third to tenth kill. It's almost as if the Developers are trying to discourage us from using it at all...

I'm going to say this once again: If two Tier Four "Tactical" Cruisers can out-tank and out-dps two coordinating Monarchs when the engagement's literally less than 2km, you know they need a nerf (Four Repair Pods overlapping, Autobeams pointed at each other, Beam amplifiers at each other, and Auto repairs make for a cancer heal-ball)