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LordMeatSpin

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So basically you are saying you don't like matches that are too one sided, but if you can't adapt to what the enemy is doing in one death, you won't be able to do it over the course of the match. Even if you die once and pick a ship to counter, now the enemy has the initiative against you and has a chance to trade with you 1 for 1. This means they maintained their advantage AND can now repick a more rounded ship, or prey upon your teammates finding you are a tough customer. The best case scenario in losing intiative is you switch into a ship, kill them without overextending and dying, but then they have the option to pick a counter to kill you leaving the intiative once again with your opponent.
    The point is, even if you increase match length you are still likely to lose if your team takes the first major casualities, now its a slow strangle as they pull further and further ahead while you can only watch for the next 30 minutes. The only result of this is more disconnects, and a greater chance to earn points unless they scale back the values based on match time.
The game is good as it is, each moment matters fsr more than you think, you say nothing matters as there is so little time to react HOWEVER; this means that each moment matters twice as much, live as long as you can, ferret out every bit of info on your opponents modules and OB's even if you can't kill them. Perhaps you pop a Desperate Measures instead of giving up, allowing your team to finish them more easily, or maybe you even get a kill because you struggled with all your might to extend the fight and outplayed them as they got overconfident to finish you.

They are all equally bad. I can't really recommend you buy them for their loadouts/stats. The only reason to buy a hero ship is for the skin on it, in my opinion. However, if you absolutely insist on buying one The Phoenix, The Tunmen, and the Zaratan aren't absolutely god-awful. they aren't great either, so don't do it unless you are sure.

How about give feedback instead of saying ruined. For a free game these guys have put in a lot of work. slinging unecessary hatred is unfair to them when they asked you to give feedback. the least you could do is give a detailed breakdown of your dislikes and reccomend fixes. entitlement is a disease.

More complaining about healers when there are several modules which can lower their effectiveness or outright kill them. keep a siegebreaker build in your line up if its such a problem for you

Everyone without the akula sniper is flipping out, meanwhile everyone who was preaching it was the best sniper pre-colossus patch is now rubbing their hands together and ready to stomp. I am the latter. Artillery pod 2.0 ready for action

So the problem is not the ship, but coordination. Every post has mention multiple healers working in a battlegroup with varying allies. If its 1-3 healers you should be able to take out 1 minimum with a siegebreaker build as long as you can damage and distracr long enough for your team to rally its easy to crack open a healball

Its high risk high reward



DrAgOnTemplar44#0203 posted (#post-225835) said:


Does anyone not think the Disrupt + Weapon amp + assualt blink warp on corrvettes (Specifically the Jupiter Arms T4's)


Is just a little bit OP?


I point out the JA ones since those are the ones i seem to encounter most as i've only encountered an oberon build like that a handful of times, and rarely get that from a Stribog.


Glass Cannon is a huge no for me. unless you only queue TDM. even one assault ship pecking you puts you in the negative. And as anyone grinding know onslaught is the way to go, so unless you intend to secure your position by killing every assault ship in range i'd reccomend you pass

Glass Cannon is a huge no for me. unless you only queue TDM. even one assault ship pecking you puts you in the negative. And as anyone grinding know onslaught is the way to go, so unless you intend to secure your position by killing every assault ship in range i'd reccomend you pass

endurance mode is terrible because you have to pop it before combat and its useless if you gwt disrupted one your hp is full again. and if you pop endurance during combat you are only getting 200 hp regen per second. most ships dps supass that by a massive amount. (enemy dps-200) is what your hp decine woukd change to .like the vigo is around 1800 dps meaning the decline of your hp would be 1600 per second with endurance. with armor amp it changes to mitigation it would be (dps- [dps x 0.8) so for 1 Vigo it would change the damage from 1800 to 360 damae per second. the duration is worse, but you can use armor amp 2 times on 60 seconds, and with retaliator it would be far more. the difference in defensive offering only increases further with each ship firing upon you. TLDR endurance mode is poopy



comandermatt#1979 posted (#post-225787) said:


No it isint endurance mode is way better