Adding on to what Snib said, usually events are worth a different amount of points towards the objective, than awarded in score to the player(s) that achieved it. The most notable example is healing, which can earn substantial player scores but never (directly) contributes to the team score.

As you say, it's meant to incentivise completion of the match, because leaving puts your team at a serious disadvantage. If you enter a match in-progress with battle bonus ready, you'll get battle bonus for the match and still have it for the next so long as you stay in the game. Leaving a battle at any point, between the matchmaker finding a game and the battle ending, will immediately void the battle bonus and refresh its cooldown; it's quite simple, really.

You say it's not fair that you can't leave your team mates a man down and keep your bonus for the next game? That seems fair to me, the only unfair thing is you're leaving your team a man down and they have to fight with the odds stacked against them.

As for the bit about not applying battle bonus for a game where you started with it on cooldown, but it finishes during the game, I'm pretty sure that's by design. Given that the time for matchmaking and then a battle is typically longer than 10m, if the cooldown finishing ingame apllied the bonus, you'd effectively always have it (at which point you defeat the purpose of it). The system seems fair currently, in my opinion.

Astraea#9085 posted (#post-216684) said:
Do you even play on PS4?

Ah, darn; that always gets me. Why these forums don't seem to filter the "Recent Posts" feed based on platform given they are pretty much two completely different games is beyond me v_v

You make good points I just think it is odd that the Corvette is very dominant. And if it is the pure slayer role, why the heck call the game Dreanought?

As the assassin, the role of a corvette is largely meant to be harassment and elimination of weaker targets; they need to be able to kill very quickly, because if they don't they are usually dead. It's a very fine line to balance. Sadly, I have no experience of the PS4 version, so I can't really comment beyond that. From my own experience on PC, not many corvettes are particularly dominant, just the ones piloted by the really good players, and even those can be countered (albeit with a bit of luck).

You can mostly tell a bot by its name, most bots have fairly "proper" names (Olga E. Custodio, Melville Blanco, Leto Elo, Tam Stalsky, etc.); you can go into Proving Grounds to see bot names, or just kinda learn by playing (though be warned, there are some players using similar names to bots to throw people off). If you think someone might be a bot, check their rank on the scoreboard; three horizontal lines and a "proper" name (proper capitalisation, no numbers, etc.) means it's probably a bot.

"Captain Kill", if I recall correctly, is the kill credit for dealing at least 50% of the enemy's health in damage before they die, but not getting the final blow. It still counts as a kill as far as scoring goes (which is why, in games that are stopped at 20 kills, the actual sum of "kills" on one side of the scoreboard can greatly exceed 20).

On the topic of giving Dreadnoughts the shields that a corvette has, at one point a while ago the light dreadnought line accidentally got corvette shields, and I'm pretty sure that not a single player who used the light dreadnought liked the change. What you don't realise is how much energy the corvette shield takes; taking any meaningful amount of damage depletes the energy bar in an instant, which is pretty much worthless for the biggest ships in the game that are built to soak damage. Dreadnought shields might have the lowest mitigation, but the benefit is that they take far less energy to sustain than all other shields (there's no energy cost for taking damage, only for running the shield).

I'd also like to add, from a lore/realism perspective, it makes sense that dreadnoughts don't get the same guns that corvettes have, again due to being built to soak damage. A dreadnought needs guns that are solid and reliable, able to take broadsides, nukes, missiles, you name it, and keep firing, whereas a corvette can utilise more delicate armaments that dish out a ton of damage but can't take it. Sure, there's no actual representation of this in the game (can't disable guns with damage), but it makes sense.

Yes, the corvette is a pure slayer role; also known as an assassin (i.e. it kills unsuspecting victms fast, but doesn't do well against a prepared target). There are some "tanky" builds that don't align with that, but for the most part, they are assassins.

In terms of destroying corvettes with a dreadnought, packing stasis pulse and plasma broadside is virtually guaranteed death for a light corvette that comes within range of you, and will severely injure the other two varieties. If you use the heavy flak secondaries, their range lines up nicely with corvette max effective range, and can be used to tear them apart as well. Stasis isn't meant to be used against the slow targets; it's meant for the targets that are too fast for you to hit (bringing them down to your speed).

Only thing that I could think of is you maybe got hit with a status effect missile, probably a beneficial one from an ally. Without actually being able to see it, though, I cannot say for sure.

Get on my Good Side triggers with damage taken from the side, for dreadnoughts and destroyers. It used to trigger from the back for everything, but they changed that after a winning tactic emerged that involved dreadnoughts pointing their backside towards the enemy team and reversing. It's important to note, GomGS only gives energy based on damage applied to your actual health; any damage resistance (shields, armour) also reduces the energy you get back.

Yes, Adrenaline Shot works with healing pods you deploy; though I am unsure about regeneration effects like Autorepair or Endurance Mode. It's important to note, AS is mostly only useful on healers (because it's balanced around ships that can heal thousands of health points in a second), and on dreadnoughts which have a dedicated healer (because they tend to receive thousands of health points from repairs in a second). As a result, AS is a go-to briefing for most healers, and sometimes any dreadnought in a coordinated squad. GomGS is the go-to briefing for dreadnoughts solo queueing, when you can't be certain of a pocket healer.

As W4R says. "Tech" is just any module or secondary weapon purchased in the tech tree you're currently looking at. From T3 onwards, you don't need to purchase absolutely everything to progress, so you can usually go straight for the modules you particularly want, then pick up all the cheapest ones available until you meet the requirement.

Well... regarding Armour Amp 5, you could also look at it being 10x stronger than Armour Amp 4; AA4 reduces damage to 10%, AA5 reduces damage to 1%. That said, yeah, it's still a tradeoff I wouldn't be willing to make, myself. Not unless it came with a cooldown of around 8-10 seconds (making it similar to the artillery cruiser "parry"); it wouldn't be quite so bad then.

It would indeed be nice if you could use lower-tier modules though. Maybe with some limits; I could see some potential abuse of things like the T2 destroyer Module Reboot for a T4/5 rammer, for the low cooldown (iirc, cooldown goes up on those).

There's a sheltered matchmaking queue for new players, which ensures that for the first few games you play, you'll only be going up against other new players; any space left in those games is then completely filled by bots. After 10 or so games (I think, not actually sure on the number), you should start getting put into the regular Recruit match pool. Whilst you'll usually be matched with other newish players, there will be the occasional high-level player who's decided to fly a T2 ship for... whatever reason (could be contracts, could be grinding a T2 they never used, could be whilst waiting for battle bonus, could be they are just looking to club some seals). Then it really steps up when you enter the Veteran queue, as that's where most of the high-skill players fly (because Legendary games are too rare).

I should also mention, due to the rawness of most recruits and the restricted amount of modules available, there is a lack of counter knowledge in newer players, and they are often weak in their response to a corvette or an artillery, so it can be pretty easy to get kills with those. It gets much harder against more skilled players who know how to counter them.