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XEN-DeathToll007

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Community,


I enjoyed this game a great deal. Thanks for all the wonderful opportunities to play.


-DT

Gentlemen,


Game balance in this game is absolutely amazing. The development team put in a lot of work regarding ship manufacturer strengths and weaknesses, modules, and officer briefs. What is more impressive to me are the combinations you can make, and how every combination has a counter. Really if you are finding significant imbalance, I would recommend joining the Dreadnought Beta Tester Discord, and discussing your thoughts on ship fittings with the gentlemen there. Several are very helpful, and while some may steer you towards meta, there are many that have a deep understanding of the game, and focus on concepts. Worth your time when you are feeling frustrated.


-DT

This trailer is what got me into the game.

Gentlemen,


I have said this before I think, but it is worth repeating. The single greatest recommendation I would provide to the DEV team is to ask the question in a positive: What do you like about this game? What makes you come back? What makes this game unique from other games? Why do you like playing the Jutland? These kinds of questions are usually more revealing of the game's strengths and prevent accidentally erasing them while catering to the negative voices of a few.


I like the survivability of the jutland without the need for armor amp in the fourth slot. It's also just so big and impressive on the battlefield. The jutland and monarch are my favorite dread by far because of the survivability and looks.


-DT

Gentlemen,


There's one counter that does not require a lot of exp. That's getting into the Dreadnought beta tester discord and squading up for a coordinated offensive.


-DT

Gentlemen,


I completely agree that healing is the best way to learn the game. Everything from module use, to energy wheel, to callouts. Even better if you get in the beta-tested discord and squad up for some coordination. Healing as it currently stands is an excellent way for new players to get into the game, and feel like they can contribute in fleets with experienced players.


Most importantly healing teaches you situational awareness, and mini-map awareness. Some of the most critical skills in PvP.


-DT

Heal ball counter
1. Rams (solo)
2. Purge nuke and primary fire in sequence (team)
3. Warp jump between healers to body block and high alpha (solo)
4. Double boosted heavy sniper (pair)
5. Goliath Bowling (solo)
6. Stribog kinetic weapon amplifier, energy to weapons, destruction cascade (solo)
The list goes on and on.


Consider this, most games people argue over who "must play" a healer. They get the most exp and points in a match currently. So let's argue a reduction in EXP, add to that argument length, or let's reduce the effectiveness of healing, which will either require more healers, or more likely, people stop playing them all together. I must admit my assumption is the dev team of this game will do what dev teams of other games I have enjoyed did to their own detriment. That is to listen to the whiniest repeat posters on forums and tags regardless of the majority of the player base not discussing any concerns, making changes to the game and alienate the player base as a whole. I would recommend not changing existing healer game mechanics until the player base increases in skill or numbers.


The single greatest recommendation I would provide to the DEV team is to ask the question in a positive: What do you like about this game? What makes you come back? What makes this game unique from other games? Why do you like playing a healer? These kinds of questions are usually more revealing of the game's strengths and prevent accidentally erasing them while catering to the negative voices of a few.


-DT

Szeron,


Excellent points. As I understand it, you shared a previous concept where manufacturer module specialization was done, but once unlocked could be fitted to any ship in the fleet. What I am proposing is specializing modules for manufacturers unique to the manufacturer. Either a shakeup of what is currently in the game, or additional content. I favor additional content personally.


Regarding the maneuver wheel, I understand your argument is overwhelming new players, and that is a possibility, it can be overcome by introducing it in T3 or T4 ships. The rationale being by that point most players are working the wheels. As and alternative it could be tied to the ZXCV keys just as easily, and would mitigate your concern regarding another wheel control to master.


Thank you for your feedback and counterpoints, they help to further develop the concept.


-DT

Gentlemen,


I started thinking about this some more and I had an even more radical idea than introducing the concept of maneuvers. What if we arranged modules not by classes, but by manufacturer? Wouldn't it be interesting if Jupiter Arms had the market on nukes, Oberon had the market on speed, and akula vector had the market on armor boost/amp? Not saying it has to be those specifically, but to build a bit more fluff into the manufacturers and focus the modules on their strengths and weaknesses rather than on the class of ship.


-DT

Gentlemen,


This is an interesting topic. I think developing a counter for healing would be beneficial for the game. Perhaps a destroyer pulse module called sabotage pulse that changes effects of all heal effects to damage causing effects? That would be quite interesting.


Nerfing is rarely the best alternative as nerfing results in watered down gameplay, decreased variety of tactics, and boils the game down to everything being the same except the skin of the ship. It's like making your favorite flavorful spicy garlic pasta dich when relatives are coming over, but knowing someone does not like salt, another does not like spicy, and the last does not like garlic, and what you are left with are buttery noodles.


-DT