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got a bunch of Dreadnought videos uploaded and will keep adding.

https://www.youtube.com/user/RagingX3

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the only ships that should have a "clip" mechanism on their primary weapons are:

light corvettes

heavy corvettes


the ships that should have "charged" primary weapons:

destroyers

medium corvette

light artillery

light tactical cruiser


other ships should have no need to reload their primary weapons.


I_Am_DreadgeNought#5815 posted (#post-123922)

Seems the thing with Corvettes are their SPEED more than anything else, with a high attack power



this^


fact 1: speed has always been a very abuse-able advantage in this game, especially for small ships. and with the addition of bigger maps, its even more abuse-able.


fact 2: corvette has a lot of primary weapon DPS - both in-clip DPS (for bursting stuff down) and sustained DPS (for constant harassment and cancellation of regen).

data: https://docs.google.com/spreadsheets/d/1UcWMwccxdFCyMzEo3_GXEyxtcCl4l4-cfG_yf3Ic8T0/edit?usp=sharing

I'm not even going to bring up the burst DPS here (you can see it on the data sheet anyway) - the medium corvette has around double the sustained DPS of other class while the light corvette has triple.


fact 3: they also have modules that further increase their damage potential; and with certain builds its even the opposite - the modules become the primary source of damage while the guns are used to guarantee a kill or finish off targets.


since one of these builds seem to be well known now anyways, here it is for those who wants facts and data:

Assault Blink Warp, any, Blast Pulse, any, Module Recycler, Module Amper, any, any (reinforced works very well here because you have Module Recycler anyway)

for tier 4, that is 20,000 damage for the amped ABW, and 7,800 for the amped Blast for a total of 27,800 damage with the modules alone. and with Module Recycler, the cooldown of these modules drop drastically.

that much damage is enough to kill any tier 5 tactical cruiser, and more - because it can hit multiple targets.


now, there are many ways to balance the ship.

for one, making the light tactical cruiser more viable would indirectly nerf them - such as making the beam only require the user to "pick" the target (will also allow healing tac cruisers to look around without canceling their beam).

another would be to give tier 3 and below more stuff that actually work against corvettes (tier 3 corvettes are a bit lacking in module selection as well).


but, fact remains that corvettes themselves are very strong when its strengths are abused, yet very weak when the pilot fails to abuse these strengths.


in my opinion, to address that issue, these are also necessary to balance the corvettes properly:

"corvettes need to have their primary weapon DPS stats made to be more in-line with the other class while having their weapon effective ranges vary depending on the weight-class (you know, just like how the other ship-class are balanced). obviously, clip size and other weapon stats would probably need adjusting as well.

"corvette modules need a revamp - their modules seem to be all over the place -

1) its possible to have two movement modules - primary + afterburner/immelmann.

2) their cloak module is under primary instead of internal - where other class has it.

3) their blast pulse has bigger radius than tactical cruisers (imo, they should have smaller radius than tac cruiser's blast).

4) they get disruptor pulse - disrupt missile/torp would be okay because you can use anti-missile or dodge those, but to have a disrupt pulse on a class that can fly just about anywhere they want because of their size and speed is just fail balance.

5) their scrambler mines can perma-scramble without the need for module recycler and the like.

6) their autorepair repairs faster than that of the tac cruiser's - they are already the most evasive class.

7) I can't really make sense of the layout but lets just assume there are more than 6 issues with it.


I_Am_DreadgeNought#5815 posted (#post-123922)

Seems the thing with Corvettes are their SPEED more than anything else, with a high attack power



this^


fact 1: speed has always been a very abuse-able advantage in this game, especially for small ships. and with the addition of bigger maps, its even more abuse-able.


fact 2: corvette has a lot of primary weapon DPS - both in-clip DPS (for bursting stuff down) and sustained DPS (for constant harassment and cancellation of regen).

data: https://docs.google.com/spreadsheets/d/1UcWMwccxdFCyMzEo3_GXEyxtcCl4l4-cfG_yf3Ic8T0/edit?usp=sharing

I'm not even going to bring up the burst DPS here (you can see it on the data sheet anyway) - the medium corvette has around double the sustained DPS of other class while the light corvette has triple.


fact 3: they also have modules that further increase their damage potential; and with certain builds its even the opposite - the modules become the primary source of damage while the guns are used to guarantee a kill or finish off targets.


since one of these builds seem to be well known now anyways, here it is for those who wants facts and data:

Assault Blink Warp, any, Blast Pulse, any, Module Recycler, Module Amper, any, any (reinforced works very well here because you have Module Recycler anyway)

for tier 4, that is 20,000 damage for the amped ABW, and 7,800 for the amped Blast for a total of 27,800 damage with the modules alone. and with Module Recycler, the cooldown of these modules drop drastically.

that much damage is enough to kill any tier 5 tactical cruiser, and more - because it can hit multiple targets.


now, there are many ways to balance the ship.

for one, making the light tactical cruiser more viable would indirectly nerf them - such as making the beam only require the user to "pick" the target (will also allow healing tac cruisers to look around without canceling their beam).

another would be to give tier 3 and below more stuff that actually work against corvettes (tier 3 corvettes are a bit lacking in module selection as well).


but, fact remains that corvettes themselves are very strong when its strengths are abused, yet very weak when the pilot fails to abuse these strengths.


in my opinion, to address that issue, these are also necessary to balance the corvettes properly:

+ corvettes need to have their primary weapon DPS stats made to be more in-line with the other class while having their weapon effective ranges vary depending on the weight-class (you know, just like how the other ship-class are balanced). obviously, clip size and other weapon stats would probably need adjusting as well.

+ corvette modules need a revamp - their modules seem to be all over the place -

1) its possible to have two movement modules - primary + afterburner/immelmann.

2) their cloak module is under primary instead of internal - where other class has it.

3) their blast pulse has bigger radius than tactical cruisers (imo, they should have smaller radius than tac cruiser's blast).

4) they get disruptor pulse - disrupt missile/torp would be okay because you can use anti-missile or dodge those, but to have a disrupt pulse on a class that can fly just about anywhere they want because of their size and speed is just fail balance.

5) their scrambler mines can perma-scramble without the need for module recycler and the like.

6) their autorepair repairs faster than that of the tac cruiser's - they are already the most evasive class.

7) I can't really make sense of the layout but lets just assume there are more than 6 issues with it.


I_Am_DreadgeNought#5815 posted (#post-123922)

Seems the thing with Corvettes are their SPEED more than anything else, with a high attack power



this^


fact 1: speed has always been a very abuse-able advantage in this game, especially for small ships. and with the addition of bigger maps, its even more abuse-able.


fact 2: corvette has a lot of primary weapon DPS - both in-clip DPS (for bursting stuff down) and sustained DPS (for constant harassment and cancellation of regen).

data: https://docs.google.com/spreadsheets/d/1UcWMwccxdFCyMzEo3_GXEyxtcCl4l4-cfG_yf3Ic8T0/edit?usp=sharing

I'm not even going to bring up the burst DPS here (you can see it on the data sheet anyway) - the medium corvette has around double the sustained DPS of other class while the light corvette has triple.


fact 3: they also have modules that further increase their damage potential; and with certain builds its even the opposite - the modules become the primary source of damage while the guns are used to guarantee a kill or finish off targets.


since one of these builds seem to be well known now anyways, here it is for those who wants facts and data:

Assault Blink Warp, any, Blast Pulse, any, Module Recycler, Module Amper, any, any (reinforced works very well here because you have Module Recycler anyway)

for tier 4, that is 20,000 damage for the amped ABW, and 7,800 for the amped Blast for a total of 27,800 damage with the modules alone. and with Module Recycler, the cooldown of these modules drop drastically.

that much damage is enough to kill any tier 5 tactical cruiser, and more - because it can hit multiple targets.


now, there are many ways to balance the ship.

for one, making the light tactical cruiser more viable would indirectly nerf them - such as making the beam only require the user to "pick" the target (will also allow healing tac cruisers to look around without canceling their beam).

another would be to give tier 3 and below more stuff that actually work against corvettes (tier 3 corvettes are a bit lacking in module selection as well).


but, fact remains that corvettes themselves are very strong when its strengths are abused, yet very weak when the pilot fails to abuse these strengths.


in my opinion, to address that issue, these are also necessary to balance the corvettes properly:

+ corvettes need to have their primary weapon DPS stats made to be more in-line with the other class while having their weapon effective ranges vary depending on the weight-class (you know, just like how the other ship-class are balanced). obviously, clip size and other weapon stats would probably need adjusting as well.

+ corvette modules need a revamp - their modules seem to be all over the place -

1) its possible to have two movement modules - primary + afterburner/immelmann.

2) their cloak module is under primary instead of internal - where other class has it.

3) their blast pulse has bigger radius than tactical cruisers (imo, they should have smaller radius than tac cruiser's blast).

4) they get disruptor pulse - disrupt missile/torp would be okay because you can use anti-missile or dodge those, but to have a disrupt pulse on a class that can fly just about anywhere they want because of their size and speed is just fail balance.

5) their scrambler mines can perma-scramble without the need for module recycler and the like.

6) their autorepair repairs faster than that of the tac cruiser's - they are already the most evasive class.

7) I can't really make sense of the layout but lets just assume there are more than 6 issues with it.

would definitely be nice if slow and steady (and other defense increase) can counter glass cannon's defenselessness (is this even a word? lol) - if they decide to swap out the damage reduction with defence reduction.

or maybe make glass cannon's -25% damage only work when low on health, rather than when 1 health below full. would also be nice if the +25% is there at 75% health and above.

the game still doesn't reward players for owning a lot of ships - the fleet is system is limited to 5 ships for every two tiers, and makes tiers 1 and 3 ships useless.

consider this as you develop this new "battle ready" mechanic.


Normandy03#6697 posted (#post-116626)

I'll play around with it more to see if I can figure out what is going on. Perhaps I need to lead my targets more, as you suggest. It just feels like I'm trying to throw a dart at a thumb tac. (maybe it would help if I recorded it? How did you create the animated GIF?).



recording and reviewing gameplay definitely helps - yours and of others. the higher the quality the better. watching in fullscreen also helps as you then get to watch it as if you are playing.

I've seen a bunch of stuff that I can improve on just watching my recordings because I didn't have anything better to do - even from recordings that I've already watched twice or more.

as for the gif, its just a cut video ran through a video>gif converting program. I don't know if that's the best way to do it but that's how I do it.


Normandy03#6697 posted (#post-116582)

I am still having the same hit mark issues with ABW. Maybe it is different in the Vindicta, but in my vette, it seems to require such high precision in order to hit my target. I literally have to be nose-to-nose in order to insure I will get the hit; otherwise I will likely miss. It almost seems bugged to me.



I just reviewed my battle recordings with ABW corvette and it seems that damage is done during your warp-exit.

so if your target is moving, you do have to lead quite a bit and make sure the enemy does not avoid it by diving down or up (most ships aren't very tall so changing elevation is a good way to avoid assault warp).


due to bugs since the shipyard update, the only recordings I have are from pre-shipyard so it is possible that what was possible back then is no longer possible.


watch this: https://youtu.be/TXgpgf3hFHs

sorry for poor upload, I expected better from youtube - my video is at 1024x576 so youtube resize it down to 480p causing a huge drop in quality. I'll see what I can do to provide better quality.


the first assault blink warp at 0:48 is a good example.

the second at 1:16 only hit because the target was barely moving (power not on thrusters).

the third at 1:58 was too far to hit.

fourth at 2:46 was a dreadnought so very easy to hit.

enemy tried to use assault blink warp through me at 2:59, I avoided by diving down.

tactical maneuver at 3:13 - I was able to do it because I know the range of blast pulse (mine and my opponents' have the same).

quick u-turn then fifth assault warp at 3:20.

another at 4:06 - good example.

missed my last at 4:34 against a cloaked target.


loadout:

bolt guns

assault blink warp

scrambler mines

blast pulse

afterburner

module recycler (makes my cooldowns really fast)

module amper

navigation expert

engineering 101 (soon replaced this with reinforced if I remember it right)


Normandy03#6697 posted (#post-116278)


I have noticed that you need to be very precise with it. You can't just aim your ship in the general direction of the enemy ship and expect to hit it. Your ship literally has to cross the physical geometry of the other ship (IOW, there is no tolerance or wide hit mark). Maybe I just new to using it and need more practice though.


Another downside I've noticed in the Valcour, if you don't make the kill, then you will waste another 8 seconds turning around to finish him off. So this module may be more suited for the Medusa?



every ship has a wider hit mark than the physical geometry - this is represented by the area your shields cover when you put power into it, I think. this is exactly why the cosmetics doesn't affect gameplay - they don't change the hitbox because the physical geometry of the ship is not the hitbox.


I'm guessing that the reason you miss is because of the delay between the time you activated the module, and the time it does damage (your target may have flown off of the area it can damage).


I'm very sure it hits a 3d area rather than just everything in a very thin straight line because, as I've said, multiple hits has been done by me and other pilots.

I've hit two ships with the plasma ram myself -



surely if that^ is possible, then something like assault blink warp would have a much bigger area.



Question: How does Module Amper affect modules that are not primarily damage/healing oriented? (for example, drain torpedo, or afterburner)?



as its description says - it boosts damage/healing.

drain torp does some damage, so x1.3 that.

afterburner doesn't so it stays the same - putting power to engines makes it more effective I feel, but I'm not sure if it actually does.