Just because people often complain, a quick mention of what this game to me got totally right that many don't.
-the lack of lag is awesome, servers crash, but they don't stutter.
-maybe its UE4 but the ability of this game to look good on rigs that aren't amazing seems pretty well optimized.
-balance between ships, oh sure i hate corvettes any stealth assassin is annoying in a game but overall you see every single ship represented in every game nearly, how awesome is that? People will complain about balance i'm sure but overall if anything was REALLY OP you'd see it quickly being adopted as the auto select. At the end of the day dreadnaughts really do shrug off corvettes even if they struggle to keep them off the healers. arty really does dish out some damage even on a healed target and make a huge difference in a sustained skirmish across some cover. corvettes do wreck the squishies and healers feel impactful and powerful in healing. even the abilities, nukes do high damage, if anything they could probably use a buff because of how easy it is to dodge them once you realize, oh they just hit wherever they were aimed at but they take literally like 30 seconds to arrive on target, power to engines if your a dreadnaught maybe and never get hit.
now as for a few comments questions.
is it just hard to balance ships and weapons against each other or why do you arbitrarily limit the number of turrets on a ship that fire of those that can fire?
having a dreadnought that fires only 3 cannons despite having like 8 that could open up seems odd. To me it adds to the tactical advantage players can generate against each other by just nerfing the damage output of a single turret but allowing a broadside to fire like 8 shots. You nerf it of course so that 8 shots does only say 133% of the current so the damage of four shots instead of 3 but this way positioning in a fight can be a lot more important. Crossing the T in naval terms can be really strong for you in a dread vs dread denying them both the broadside ability itself and additional cannons being brought to bear on you.
can we have an option to warp back to space basically and switch ships without dying?
its kinda crappy when you for example spawn in as a close in brawler dread but quickly realize your team is balling up and their team is balling up and it's going to be a long extended trade, the only thing you can do is warp in and HOPE you kill a squishy arty or healer before you die and more likely your literally just trading your life for the chance to get a ship you can actually make a contribution with. Ditto with realizing your team switched up at the last minute and you dont have a healer.
will missiles once fired have infinite range in the full game?
it seems like missiles should have a origin point you can ping off of to check distance and trigger self detonation. it's a bit silly to warp away from missiles that were fired at like 7k range and use power to engines and possibly even warp a second time and there is still missiles seemingly mindlessly following you having been launched roughly 12 to 15 clicks back.
I've noticed this cause I often dreadnaught warp in, wipe out like an arty ship, warp out away from the enemy and try to sit and heal for a bit and my healing is interrupted by a few errant missiles that have followed me across half the map.
- will missiles have limited turn and track at some point?
i will often juke say the slow firing nuclear torp things that hit a huge area by getting roughly close to an enemy and once they launch i instantly warp towards them and will normally warp just before impact and avoid the fire. This will also initially dodge missiles but because they have seemingly endless range and tracking they'll flip a 180 and fly the 4 kilometers back to me and still land.
l it'd be really nice if you had a little more control over warping. I know you don't want players to be bogged down and for it to be intuitive but even just having your first click show a ghost ship indicating your warp location and then like let me scroll the mouse wheel back and forth to tune the distance maybe would be nice. especially around terrain you really have no idea where in the like refinery planet canyon map your going to get tossed out at until you've committed. also after one second letting me press again to cancel the warp would be nice. i've realized i basically "mis warped" and am about to end up soemhwere horrible while i'm warping and there is nothing I can do to avoid it.
I do really like the locking on to allied and friendly ships especially initially but it'd be nice if i could press the warp button once, get a ghost ship at an initial postiion determined by your current formula and fine tune it a bit with the scroll wheel. For example what I find really really frustrating is that i'll warp in on an enemy and part of me wants to position my ship so that as I exit the warp the enemy will be on my side for a broadside but another part of me knows that i'll always be warped in around 1.2k away and i need to be within 900 meters to use my autocannons which means i need to charge them to close the distance but turnign is extremely slow and power to engines leaves my shields down for that first huge counter battery salvo they throw. I get that to some extent it's a trade off but really if a ship is close enoguh and i want to appear 500 meters away instead of 1.2k why not let me? you already get this giant star on the screen for 7 seconds letting you know i'm coming in, let me tweak my spawn to be 400 meters closer so i can actually alpha strike.