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DRAKONASisREAL

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Theres various ways of getting points, and ALOT of things you do that don't give you points. If you're looking for top score there are various things you can do but i'll simplify it.


1) Take damage (Tank, Parry hits, Shield)
2) Support (offensive support, healing, module damage)
3) Kill people (revenge, saviour, payback, etc, damage)
4) Objectives (command ship, fighters, assault ships, capturing zones, territory)


Seeing as your a recruit match, chances are you'll solidifying kills and executing well (which is definitely a position in Dreadnought), but you're skipping out on either supporting team/tanking for your team. Another note is the more you excell at each section - the higher point rewards you can get. So you can get things like:


Combat assistance (contribute 10% of total damage to 10 player kills) and thats like 250 points.
Invulnerable (Block 3 incoming attacks, each of which would have inflicted 7500 damage or more, by activating shields within 2 seconds of each impact)
Justice (avenge 3 teammates within 15 seconds of their deaths)
Smooth sailing (take a massive amount of damage without dying)


and the list goes on in your ribbons. but yea! just keep making an impact in games and you'll get more credits...though some ships are easier than others.


In order to do damage the ship using the ram should have to be travelling at maximum speed, none of this brushing the nose nonsense



You are correct, it's stupid that rams are able to ram you via brushing down. I do believe that activating ram should make players commit to accelerating forwards, but also have reduced steering.



Oberon Destroyers are very OP in legendary. With thier ridiculous speed and manueverability...



This is paired with nerves of steal not having deminishing returns. It's such an overpowered module that provides: 5% damage reduction and a 200%!!!! Speed buff. If anything it should have a increase damage taken in exchange to increased mobility.



Akula Vector Tactical Curisiers are also very OP in legendary.



It's a dedicated healer, but it doesn't have mobility beyond a target warp. Either you can use weoponbreaker missiles to address the healing directly, or use modules that debuff (disruptors/rupture). A Grenada sniper can rupture + power to weopons and deal 20k damage, and drain missiles drain 125 energy (a full bar). TC's have rupture beam on a 25-15s cd, thats armour removal and 20% dmg boost from team - and no hinderance from your base damage.


There is also nukes, but the secret to a cluster ball is taking advantage of the space around them and bouncing the focus between targets and not feeding into ships with 'get on my goodside'.



Grind wall after tier IV is unbelivable



Yea....17 modules at 45k+ each is a a heck of a grind. I think the 17 modules was to prepare you in legendary tier where the real grind was...but now that tier 4 and tier 5 are conjoined it really doesn't make sense why you have to go through sooo much to just grind it again.


Legendary tier has substantial incomes with the battlebonus, but Greybox should look into other progression methods. Is it really a complete game when everyones too busy grinding?



make tier IV ships more competitive in legendary



I think we need to understand the gap. Which is a post for itself but to put this in perspective.


T5 ships have 125 energy, T4 ships have 100
Some T5 modules have substantial buffs.


Ex.


Rupture beam goes from a 25 to 15s cd
Artillery Pods firing rate goes from 4s, to 3.6s. And the damage goes up aswell.
Bomber fighters do 4 attack runs at T5, but 2 attack runs T4
Stasis ammo on T4 destroyers have signifigant decreases in fire rate compared to T5. I mean, it's full auto vs semi auto.
Theres auto turrets that have increase range and damage, and reduced cds.
T4 stasis pulse gets a duration nerf (and range increase), and T5 just rejustifies the duration nerf with CD buff.


So... Yea...theres a huge gap. Some changes should be subtle, and first look is towards module progression.


But yea, I feel your frustrations

Gravis is a really fast attack craft - it's greatest strength is that you don't have to dedicate your 4th module towards mobility. You can comfortably add armour amplifier, or rupture ammo


Gravis is something i'm currently trying to experiment with on PS4. I've found it best as an off tank/ flanking dread. You have strong mid range (4000-5000) and one of the best guns to go power to weopons on (amps fire rate on 50 shot clip). You can swoon in, broad side, and dash away....but!


Personally I think the strength is it's ability to comfortably be out fitted with rupture ammo/offensive lockdown (Once it gets buffed...) and that brings alot of utility to a team.


If you're running a 3 dreadnought setup, a Gravis is definitely a contender. But if it's part of your main front line - you'd probably prefer the chernbog/monarch

Though corvettes are most capable at exploiting inexperienced people - I do think against 4 man premades corvettes are the least effective of all 5 class types.


It's really just Stasis Ammo and your teams ability to dish out 12-18k dmg is easy split 8 ways. I think meta is shifting towards utility rather than upfront damage. Thats why you're seeing more tartar missiles, disruptors.

Tartarus is actually perfect where it is in my eyes at least in T4/T5 eyes. It's a nuke that does 2000 dmg (destroys fighters, interceptors, pods, and etc..unless armour pulsed, and it does:


Stasis, 125 energy drained, and Module silence for 12-15s.


You can kill a dreadnought easy with focus fire in 15s and no energy/very little parry it's just coordination. This nuke is to apply a timing push, or stall a rotation. You can use it to follow up with your initiating dreadnought whose going broad side to broad side with a dreadnought. You can use it to assure your seondary module (Vultures/Light missiles), will land a direct hit -- thats 20k damage.


The aim of tartarus is to put utility preasure on enemies. It's not meant to essentially kill - but put opponenets in positions that either stall, or exposes weaknesses in positions that make them vulnerable to kill. But a 55s nuke is definitely sufficient.

Mithra has a sound bug like right off the bat of a game. And sounds persist into the end game stats.

I don't think rewarding people to queue solo is a good way to go about. We're punishing people who want to form communities. This is a balance issue in my mind - which due to it's small sample size is quite problematic.


I'd sugguest making the AI weaker via classes chosen. More AI corvettes, Snipers, and less AI support classes.

thought I'd agree that the meta is pretty balance, i'd sugguest that there are numerous modules that aren't popular that could be buffed.

I have a harwich who sometimes does not remove the armour on the flying dumpster. it fails i'd say 30% of the time.


I do overclock my rupture on a side note.

It's not a simply 'stay away' or a 'swarm'


Because all it takes is one shot to be stasised for 10s, and for them to catch up. You can't swarm because the shots shoot at 1.5s and can be juggled between numerous users. If you're dedicating 4 ppl to engage, the module can stasis most of them for nearly 20s.


I'm sugguesting we decrease the duration of stasis down to 5. You juggle less, and the additional shots on a target don't become redundant module.