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Angel_With_A_Shotgun

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Interesting to once again see the same people over and over telling us that heal B A L L S are SO easy to break and are NOT a problem. But when you find them in game what are they doing? That's right folks, heal ball. sigh Sorry to say that easy button is finally getting the fix it needs. The gameplay has been devolving from anything resembling dynamic to what looks more like a wack o mole branded turret defense game. IE: static and boring. Hopefully what ever changes the devs have in mind fix the issue while getting the game back to being a fun dynamic title.


DN_EricDS#2216 posted (#post-175779)


Hey Captains,


Everyone's experience in game is different and valid. When reading through these posts I see lots that can be sent to our devs to look at but when you start arguing with each other instead of working to try and look at changes objectively the threads original intent gets lost.


If you could please either stop or move the argument to a place that isn't our forums it'd be most appreciated.



Thinder, Nemo, knock it off. A Dev already told you guys to take your argument elsewhere. PMs would be nice. No one wants to see you two constantly go back and forth about who has the biggest E-Peen.


Captain Nemo#8277 posted (#post-174252)



SteelOverWolf#8157 posted (#post-174248)


All you guys are really doing here is proving my point. You can sit an tell me over and over again how T4 modules can break a T2 problem but that in itself IS the problem. Not to mention that this "tactic", and i use that term very loosely, does nothing but drag out an already way to long grind that ends up sending away most new players to other games that they can actually have fun with.



Drain torp and nuke exist before T4. I will support the suggestion to bring Tartarus to T3 though. But other than that I don't see any problem. Of course you can't dive into a T4 group as a T3 and expect to do much out of it, but it's not a healer problem.



Daganisoraan#4391 posted (#post-174189)


After all these matches, I'm beginning too to see the problem with Adrenaline Shot. A team with the modules I mentionned above has already a good chance to survive, but adrenaline shot allow to go way overboard with quasi-permanent energy gain to fuel weapon and shield.



Well let set aside the fact that squad of 4 max level SOS players is indeed unhealthy, the Adrenaline shot is a bit too good I agree. I have a post in the feedback section for exactly that situation where 2 healers healing each other with Adrenaline shot will supply them with infinite energy



You can defend this all you want, it still doesnt make it a balanced tactic and it NEEDS adjustment. As before T4 those modules simply dont do enough to break a heal ball AT ALL. T3 and 4s shrug off a T2-3 nuke like its nothing and carry on like nothing happened. Its simply unbalanced gameplay and until it is fixed Dreadnought is going to continue failing to hold on to a player base. But hey you believe what ever you want. As for me I'll be routing my issues directly to the Devs rather than watching somebody I know uses this "tactic" sit and try to tell me its balanced.


Captain Nemo#8277 posted (#post-174188)



SteelOverWolf#8157 posted (#post-174085)


Its rather interesting watching a majority of the community say that the Tac Cruisers need adjustment, only to find the so called "skilled players" defending it and saying it is SO EASY to break. Yet guess what happens when you find these players in game? Guess what tactics they immediately use against you? You got it, the Heal Cluster. Sounds to me like to many of the "high level" players simply dont want their easy win button messed with.



I don't know man, but an amped storm missile deals 35k damage, together with -100 energy from drain torp, I can pretty much 1 shot any healer without any effort.


I maxed out my healer Aion long ago, my Koschei is only used for TDM, I play mainly vettes and dests now, and I don't see any problem with heal ball. Before this I play dreads and I don't even know that heal ball exists, warp in --> unleash 3 PBS --> warp out.


Now people are picking up more Tartarus and nuke, making it even easier to break.


The only way you lose to heal ball is by NOT bringing any drain or disrupt and NOT focusing your team fire.



All you guys are really doing here is proving my point. You can sit an tell me over and over again how T4 modules can break a T2 problem but that in itself IS the problem. Not to mention that this "tactic", and i use that term very loosely, does nothing but drag out an already way to long grind that ends up sending away most new players to other games that they can actually have fun with.


The fact that a T4 module can break a problem seen all the way up and down the tiers does NOT make it balanced, and does NOT make it something that the game should leave alone. But, as I know this will fall on the deaf ears of players who dont want the current status quo within the game to change, I will simply tell people this, Given the responses on the forum and Discord when these problems are brought up, mostly by the same 6-7 people (go figure), Join the Discord community like I did and message the Devs directly about the problems. Cause sitting in here pretty much wastes your time as these same people over and over again do nothing but defend a busted tactics that i have seen they themselves abuse.

Its rather interesting watching a majority of the community say that the Tac Cruisers need adjustment, only to find the so called "skilled players" defending it and saying it is SO EASY to break. Yet guess what happens when you find these players in game? Guess what tactics they immediately use against you? You got it, the Heal Cluster. Sounds to me like to many of the "high level" players simply dont want their easy win button messed with.

Everything I've seen about the Jutlands carrier builds has suggested that the fighters/bombers are broken and not worth using. I was wondering if during one of the updates this was fixed? Or should I just hold off on the carrier build till I get the interceptors?

....... I wonder if we could get this ship in game as the Onslaught Command Ships. Would look much better then the cargo hauler thats currently being used. And could be stylized for each faction. Which one you have in your game could be a result of how many ships your team has from a specific manufacture?

its a Tier 5 module.....it has better effects and a shorter cooldown compared to the T3 and 4 versions. Of course its gonna cost more.


Jawayne#8001 posted (#post-159290)


Without ever trying them you won't know what works better.


For Solo play I personally prefer Warp, as AT turn you into a train, no steering possible, so you will be a target for a longer time, compared to the Warp.


ATs also deactivate the moment you bump into something (ship, map, maybe even fighters). So needs careful positioning first.



cool thanks. ^^ owo b

Mods please delete this.