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Sokar

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Pre-shipyard was easily the game at its peak. You had the trader ships that got you into it, allowed you to earn credits and experience, which was all you needed, credits and universal rank experience. Then you worked on your own customizable ship once you unlocked it. All that was needed really was to add more, actual ship concepts into this, but then someone along the way decided "lol why do that when world of tanks" and then we got tiers.


It's "sensible" in business terms, but it's shallow in terms of actual game/content/entertainment. It also creates the tiers showing up into areas they have no business being in. Game's playable, it's why I'm here. but I won't pretend for one moment that this world of tanks BS in any way made the game better. It made it "longer" but definitely not better for anyone but greybox tryina' get a quick buck outta me. Which again, is fine I guess. I've chugged about 350$ into it just to avoid the plague that is tier 3. Though I can't help but think I would have rather that money of gone to actual content generation and not simply perpetuating knockoffs of the same dozen or so existing ships we have. Just my two cents, or more, arguably. lol.

Jutland, 20k extra hp, subpar main guns, flying brick, huge hitbox. Just with power to engines in a voro I can dodge about that difference in hp and actually get to the battlefield before the next season begins. Apart from the aesthetics and raw curiosity I really haven't the foggiest idea why people use the ship. I mean yeah there's the retaliator spam builds but even then once you're at your destination, disengaging isn't an option. Sure you can warp jump but then you sacrifice getting armor amp up 2-3 times. I guess my point being, 20k extra hp really isn't worth being slowed to a crawl and having subpar primary weapons. I know people are worried about balancing this thing and I know there's a fine line but it's still pretty dreadful.


Most people complain about the weapons but maybe go a different route, increase the speed a bit. Being essentially shoehorned into repeaters wouldn't be so bad if you could get into range enough to use them fairly often without sacrificing armor amp and the myriad of counters would still clobber this build, ala armorbreaker ammo / purge mode / disruptor missile.


Just my two cents, I'm not married to my proposal here.

I've heard they are increasing squad sizes to four before too long and lower tier corvettes overperform to an absurd degree, hopefully something will be done about that, as most ships are completely vulnerable to them in nearly every respect until tier 3-4.


Enterprise_NC1701#2026 posted (#post-121430)


Stop it. Stop the vette hate.



No.


Hawko#4393 posted (#post-120661)


There not it takes maybe three shots from a dreadnoughts main gun to end a vette and its not hard to pull off either, thats not even talking skills if u use missiles it wrecks vettes if u can keep some heat on so they have to waste power and if u team up they are toasted in a sec



As a primary Dreadnought-class player. No. This is entirely, factually incorrect. Exaggeration if not downright deception. Even the Zmey-type Dreadnought's main guns, and this is the largest caliber, is capable of eliminating even an unshielded corvette with three consecutive hits. It is closer to six or seven, and only a complete imbecile whom has no idea how to play a corvette, would allow this to happen.


Missiles should also never hit a corvette, ever. The ones that do the most damage, Vultures, nuclear, are too slow to match the vette's speed. So only a lemming whom is more a danger to himself than the enemy can be hit by these.


Further still, even the much more nimble, light missiles, Storms and fletchette missiles, do not travel fast enough to hit a corvette, and often times, shields or armor amplifier completely negate these advantages. Currently the only semi-reliable counter to a corvette as a dreadnought remains stasis pulse and plasma broadside. and stasis pulse is currently, easily contested by warp/afterburners. Allowing a corvette to ignore this cooldown and continue on its rampage.


Flaks are not an option on a dreadnought due to their -maximum-, Not -effective- range being the same as the corvette's -effective- range. That, and Repeater guns are currently the bread and butter of almost every dreadnought vessel in existence, Particularly the Jutland and Zmey types. The Invictus types are somewhere in between, but likely could afford to rely on them less due to their higher magazine capacity.


I suppose it's fair to say every module has a counter, and that's fine. But I do grow weary of people acting as if choosing scissors will always spare someone the wrath of paper, when tank vettes represent both paper and rock simultaneously.


Hawko#4393 posted (#post-120661)


There not it takes maybe three shots from a dreadnoughts main gun to end a vette and its not hard to pull off either, thats not even talking skills if u use missiles it wrecks vettes if u can keep some heat on so they have to waste power and if u team up they are toasted in a sec



As a primary Dreadnought-class player. No. This is entirely, factually incorrect. Exaggeration if not downright deception. Even the Zmey-type Dreadnought's main guns, and this is the largest caliber, is capable of eliminating even an unshielded corvette with three consecutive hits. It is closer to six or seven, and only a complete imbecile whom has no idea how to play a corvette, would allow this to happen.


Missiles should also never hit a corvette, ever. The ones that do the most damage, Vultures, nuclear, are too slow to match the vette's speed. So only a lemming whom is more a danger to himself than the enemy can be hit by these.


Further still, even the much more nimble, light missiles, Storms and fletchette missiles, do not travel fast enough to hit a corvette, and often times, shields or armor amplifier completely negate these advantages. Currently the only semi-reliable counter to a corvette as a dreadnought remains stasis pulse and plasma broadside. and stasis pulse is currently, easily contested by warp/afterburners. Allowing a corvette to ignore this cooldown and continue on its rampage.


Flaks are not an option on a dreadnought due to their -maximum-, Not -effective- range being the same as the corvette's -effective- range. That, and Repeater guns are currently the bread and butter of almost every dreadnought vessel in existence, Particularly the Jutland and Zmey types. The Invictus types are somewhere in between, but likely could afford to rely on them less due to their higher magazine capacity.


I suppose it's fair to say every module has a counter, and that's fine. But I do grow weary of people acting as if choosing scissors will always spare someone the wrath of paper, when tank vettes represent both paper and rock simultaneously.


Hawko#4393 posted (#post-120661)


There not it takes maybe three shots from a dreadnoughts main gun to end a vette and its not hard to pull off either, thats not even talking skills if u use missiles it wrecks vettes if u can keep some heat on so they have to waste power and if u team up they are toasted in a sec



As a primary Dreadnought-class player. No. This is entirely, factually incorrect. Exaggeration if not downright deception. Even the Zmey-type Dreadnought's main guns, and this is the largest caliber, is capable of eliminating even an unshielded corvette with three consecutive hits. It is closer to six or seven, and only a complete imbecile whom has no idea how to play a corvette, would allow this to happen.


Missiles should also never hit a corvette, ever. The ones that do the most damage, Vultures, nuclear, are too slow to match the vette's speed. So only a lemming whom is more a danger to himself than the enemy can be hit by these.


Further still, even the much more nimble, light missiles, Storms and fletchette missiles, do not travel fast enough to hit a corvette, and often times, shields or armor amplifier completely negate these advantages. Currently the only semi-reliable counter to a corvette as a dreadnought remains stasis pulse and plasma broadside. and stasis pulse is currently, easily contested by warp/afterburners. Allowing a corvette to ignore this cooldown and continue on its rampage.


Flaks are not an option on a dreadnought due to their -maximum-, Not -effective- range being the same as the corvette's -effective- range. That, and Repeater guns are currently the bread and butter of almost every dreadnought vessel in existence, Particularly the Jutland and Zmey types. The Invictus types are somewhere in between, but likely could afford to rely on them less due to their higher magazine capacity.


I suppose it's fair to say every module has a counter, and that's fine. But I do grow weary of people acting as if choosing scissors will always spare someone the wrath of paper, when tank vettes represent both paper and rock simultaneously.


Hawko#4393 posted (#post-120661)


There not it takes maybe three shots from a dreadnoughts main gun to end a vette and its not hard to pull off either, thats not even talking skills if u use missiles it wrecks vettes if u can keep some heat on so they have to waste power and if u team up they are toasted in a sec



As a primary Dreadnought-class player. No. This is entirely, factually incorrect. Exaggeration if not downright deception. Even the Zmey-type Dreadnought's main guns, and this is the largest caliber, is capable of eliminating even an unshielded corvette with three consecutive hits. It is closer to six or seven, and only a complete imbecile whom has no idea how to play a corvette, would allow this to happen.


Missiles should also never hit a corvette, ever. The ones that do the most damage, Vultures, nuclear, are too slow to match the vette's speed. So only a lemming whom is more a danger to himself than the enemy can be hit by these.


Further still, even the much more nimble, light missiles, Storms and fletchette missiles, do not travel fast enough to hit a corvette, and often times, shields or armor amplifier completely negate these advantages. Currently the only semi-reliable counter to a corvette as a dreadnought remains stasis pulse and plasma broadside. and stasis pulse is currently, easily contested by warp/afterburners. Allowing a corvette to ignore this cooldown and continue on its rampage.


Flaks are not an option on a dreadnought due to their -maximum-, Not -effective- range being the same as the corvette's -effective- range. That, and Repeater guns are currently the bread and butter of almost every dreadnought vessel in existence, Particularly the Jutland and Zmey types. The Invictus types are somewhere in between, but likely could afford to rely on them less due to their higher magazine capacity.


I suppose it's fair to say every module has a counter, and that's fine. But I do grow weary of people acting as if choosing scissors will always spare someone the wrath of paper, when tank vettes represent both paper and rock simultaneously.


Hawko#4393 posted (#post-120661)


There not it takes maybe three shots from a dreadnoughts main gun to end a vette and its not hard to pull off either, thats not even talking skills if u use missiles it wrecks vettes if u can keep some heat on so they have to waste power and if u team up they are toasted in a sec



As a primary Dreadnought-class player. No. This is entirely, factually incorrect. Exaggeration if not downright deception. Even the Zmey-type Dreadnought's main guns, and this is the largest caliber, is capable of eliminating even an unshielded corvette with three consecutive hits. It is closer to six or seven, and only a complete imbecile whom has no idea how to play a corvette, would allow this to happen.


Missiles should also never hit a corvette, ever. The ones that do the most damage, Vultures, nuclear, are too slow to match the vette's speed. So only a lemming whom is more a danger to himself than the enemy can be hit by these.


Further still, even the much more nimble, light missiles, Storms and fletchette missiles, do not travel fast enough to hit a corvette, and often times, shields or armor amplifier completely negate these advantages. Currently the only semi-reliable counter to a corvette as a dreadnought remains stasis pulse and plasma broadside. and stasis pulse is currently, easily contested by warp/afterburners. Allowing a corvette to ignore this cooldown and continue on its rampage.


Flaks are not an option on a dreadnought due to their -maximum-, Not -effective- range being the same as the corvette's -effective- range. That, and Repeater guns are currently the bread and butter of almost every dreadnought vessel in existence, Particularly the Jutland and Zmey types. The Invictus types are somewhere in between, but likely could afford to rely on them less due to their higher magazine capacity.


I suppose it's fair to say every module has a counter, and that's fine. But I do grow weary of people acting as if choosing scissors will always spare someone the wrath of paper, when tank vettes represent both paper and rock simultaneously.


Hawko#4393 posted (#post-120661)


There not it takes maybe three shots from a dreadnoughts main gun to end a vette and its not hard to pull off either, thats not even talking skills if u use missiles it wrecks vettes if u can keep some heat on so they have to waste power and if u team up they are toasted in a sec



As a primary Dreadnought-class player. No. This is entirely, factually incorrect. Exaggeration if not downright deception. Even the Zmey-type Dreadnought's main guns, and this is the largest caliber, is capable of eliminating even an unshielded corvette with three consecutive hits. It is closer to six or seven, and only a complete imbecile whom has no idea how to play a corvette, would allow this to happen.


Missiles should also never hit a corvette, ever. The ones that do the most damage, Vultures, nuclear, are too slow to match the vette's speed. So only a lemming whom is more a danger to himself than the enemy can be hit by these.


Further still, even the much more nimble, light missiles, Storms and fletchette missiles, do not travel fast enough to hit a corvette, and often times, shields or armor amplifier completely negate these advantages. Currently the only semi-reliable counter to a corvette as a dreadnought remains stasis pulse and plasma broadside. and stasis pulse is currently, easily contested by warp/afterburners. Allowing a corvette to ignore this cooldown and continue on its rampage.


Flaks are not an option on a dreadnought due to their -maximum-, Not -effective- range being the same as the corvette's -effective- range. That, and Repeater guns are currently the bread and butter of almost every dreadnought vessel in existence, Particularly the Jutland and Zmey types. The Invictus types are somewhere in between, but likely could afford to rely on them less due to their higher magazine capacity.


I suppose it's fair to say every module has a counter, and that's fine. But I do grow weary of people acting as if choosing scissors will always spare someone the wrath of paper, when tank vettes represent both paper and rock simultaneously.