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Brother Belial#4215 posted (#post-203417) said:



Enterprise_NC1701#2026 posted (#post-203416) said:


Whoa, wait. This current system is not all bad. It is way easier getting the next ship. Only the module prizes should be adjusted to the old system from my opinion.



Yeah the old tech trees and having to buy the new ships was not nice at all. The new system is better than the old, it's the figuers that need adjusting, to make the module progression feel better.



That would reduce the overall cost of a ship. Either you pay let's say 50k exp for modules and 100k for the next ship, or you pay 150k for modules but you get the next ship for free.
Problem of the current system is that modules are more expensive so it feels like the grind has increased, because you are actually paying the next tier ship at the same time.

Agreed. The new progression system was made so we had to buy more (almost all) modules of the tech tree but some of them are very situationals and completly useless in certain battles. So it would make sense to be able to adapt our modules according to the situation.

Considering that the amount of exp needed to unlock the next tier has overall been reduced, they theorically reduced the grind.
But the actual problem is that we need to play more to unlock modules than before so it feels like the grind has increased.


There was 2 phases before, grind the modules and then grind the next tier. But now theses phases got merged and it feels longer to get good modules because you are actually grinding the next tier at the same time.


TL;DR: please bring back the old system ! Agree with what's been said above.


Captain Nemo#8277 posted (#post-203011) said:


You can try play the Palos/Harwich in a game without healers then think about it



Thought about it, makes 0 sense. Everyone would agree that healballs are dumb and have few weaknesses, so I'm suggesting a fix. You said you almost never play tac, me neither. Why, because they are unfun to play as or against. Plus it would be make sense to have buff pulses on tacs (hence the name tactical, doesn't fit at all right now) rather than on destroyer/dreadnoughts. Games have to improve, get over it.

Idea: just make every tac cruiser like the JA one, no healing, buff pulses, energy missiles, drain drones, etc...and more damage so they have an actual reason to leave cover. Basically turn them into supportive fighters rather than just healers. More fun for everyone, even tac players. What do you think about it ?

Wrong. A T3 Ceres heals 640 HPS at point blank range so how could a T5 heals 660 HPS at the same range. Actual value is 960 HPS according to the (same?) datamine.


Captain Nemo#8277 posted (#post-202657) said:


Tacts can only heal so much, the thing is tacts rely on team to have a brain to actually do something. Trust me, I'm a tact that can eat 2 missiles salvo and 2 arties howling at me and still live, but I cannot do anything if my team doesn't even look around.


There is only the OB Adrenaline shot proves a problem because it gives a lot of energy, all other things are pretty average.


If you want to kill tacts you need at least 2 people, 1 disable and 1 nuke. Just like tacts need at least 2 people to heal. What you are asking is how to kill someone 1v2, it's not gonna happen



Ok I'll answer bits by bits.
"Tacts can only heal so much, the thing is tacts rely on team to have a brain to actually do something."
=>Tacs' healing post-nerf is fine imo, wasn't complaining about that.


"Trust me, I'm a tact that can eat 2 missiles salvo and 2 arties howling at me and still live"
=>aaand that should never happen, that's my point. When badly positionned, you should die for it.


"but I cannot do anything if my team doesn't even look around."
=> Except healing them while being able to survive 3 ships focusing you. Oh wait...that's everything tacs' do actually.


"There is only the OB Adrenaline shot proves a problem because it gives a lot of energy, all other things are pretty average."
=>Agreed, and tac's modules aren't my problem either.


"If you want to kill tacts you need at least 2 people, 1 disable and 1 nuke."
=>So you need 2 coordinated ships with specific modules to kill 1 tac cruiser. Seems fair...What if there are 2 of them ?


"Just like tacts need at least 2 people to heal. What you are asking is how to kill someone 1v2, it's not gonna happen"
=>That doesn't even compares, you need 0 coordination to heal another ship. It's not about 1v2s, its about tacs surviving under heavy fire, and you can't only blame the briefing.


Too bad that your opinion is so obviously biased, I wonder if you play something else than tacs.


lethal61#8149 posted (#post-202649) said:


(how is sitting behind a wall and left-clicking supposed to be funny).


Becouse i get to come on the forums and read these posts XD .



Haha too bad that this thread wasn't made for your personal entertainment but to provide feedback to the devs. So unless you have actual feedback, please refrain from posting useless comments, thank you.


Captain Nemo#8277 posted (#post-202629) said:


Seem like you haven't met good arty. A single shot from arty can deal 8-12k damage with energy to weapon, with rapid fire it can shoot 6 consecutive shots in 6 seconds. Arty can basically melts everything from 7k range away and there's nothing you can do.


Tacts are vulnerable to a bunch of things because their movement speed is low (and they have no fire power so they have to hide, obviously). The easiest is tartarus that drain and disable everything, you can kill the helpless tacts after that.



Seem like you haven't met good tac cruiser. A single left click from tac cruiser can heal 3600 hp per sec with energy to weapon, with energy generators it can shield itself for 10s. Tac cruisers can basically heal everything from behind a wall and there's nothing you can do.


I'd like to point out that Aion's movespeed is 48 and has enough firepower to kill a corvette...Koschei just trades damage and movespeed for more healing.
Even with everything disabled how do you kill them ? Shoot through walls ?
My point is that tacs' gameplay is all about refusing combat and preventing their allies from dying because of their mistakes, which is very frustrating for the opposing team.
In combat games, you get better by dying and understanding why you died.


Solution: just make every tac cruiser like the JA one, no healing, buff pulses, energy missiles, drain drones, etc...and more damage so they really belong in a combat game.
More fun for everyone, even tac players (how is sitting behind a wall and left-clicking supposed to be funny).

Each ship class should have clear weaknesses. What's the weakness of tacs ? Plasma rams ? While artys are countered by an entire class, tac cruisers are vulnerables only to a few modules (rams, drain torpedos, what else ?). You can't even capitalize on their positionning mistakes since they are so tough with 25000 HP for T4s + energy generator/autorepair and adrenaline shot.


A tac cruiser spending 3/4 of its time hiding behind a wall and constantly surrounded by allies should be easier to kill than an artillery cruiser which have to stay at the back of the fleet and expose itself to corvettes in order to be useful (else what's the point of having a range of 7km?).