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Death By Hooves

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In a lot of games, including this one, I like to try unorthodox builds and strategies both to challenge myself, and to throw a bit of variety into matches.


A few weeks ago, I decided to pick up the T4 Scylla Torpedo and give it a whirl since I rarely see it in game, but I can't seem to make it consistently useful. It has crazy range, but doesn't seem to track at all, and has really poor damage. All in all, its no where near worth the cost or the used slot on the ship.


I had hoped to use it to scare artillery ships at distance and to snipe unsuspecting tac cruisers. Without any meaningful damage or tracking though, it can't do either reliably. Ships will dodge it with even the slightest of movements. The most I've been able to use it for is to hit stationary dreadnoughts for a really sad amount of damage.


My question is, has anyone figured out a way to use this torp effectively? And if not, will there ever be some kind of buff or modification to this module?


I'm not really salty about burning research and creds on trying something new, but using it isn't even kind of fun.

A good tactical cruiser will usually end up at the top if he's healing effectively and spends very little time dead, in my experience. Its just a matter of prioritizing your heal targets correctly and positioning yourself to make sure your modules effect as many people as possible. If you're the only healer on the team, there are a lot of opportunity to rack up points.


The point accumulation is a little confusing for me though, lately. I've gone 10/0/6 (or a similar score) with really high damage totals, and I'd still end up in the middle of the list below ships that went something like 5/7/3. I suppose there is a higher dependence on the way you kill now to rack up those bonuses. Still feels a bit whack to be penalized for simply gunning down an enemy, lol.


LYB-FooJub#4039 posted (#post-209018) said:



Death By Hooves#3587 posted (#post-209016) said:


I think a good fix would be to perhaps implement a module or mechanic that limits the amount of healing received. There are already modules like purge weapons that increase damage taken, disable mods, lower speed etc, but perhaps a more specialized missile or ammo type that reduces received healing to, say, 25% will limit how long ships can stay sustained by healers under fire.


An alternative would be to make healer beams heal in large bursts, but require a significant charge/reload/cooldown time, during which the healing would be extremely limited or nonexistent. This could change TC heavy battles from being two heavily protected stagnant lines waiting for each other to make mistakes into an ebb and flow type battle where healers have to time their heals, rotate between each other, and pay attention to other ships cooldowns to a greater degree. I know that it is like that to an extent with the use of some modules, but I think healing in T3/4 is just too consistently powerful.


This will probably require some tweaking of the PTW and beam amp abilities, but right now, a pair of koscheis can sit behind a battle line and rack up points doing very little else besides rolling their face on their abilities.



A mechanic that limits healing received? That's called disruptor or purge (modules) or weaponbreaker (primary)



While Purge does increase damage taken, and weapon breaker does limit what healers themselves are pumping out, I was thinking of a more specalized weapon or module that affects the ship being healed more than the healers themselves. Even though a purged ship is taking in more damage, a dreadnought's massive health pool can still keep it afloat during focused fire if its attendant healers are paying attention. A weapon that greatly stunts the recipient of the heal would force it to change tactics beyond sitting there and facetanking, and would force the healers nearby to reprioritize other ships. Ultimately, what I'd like is for the usual two static firing lines of ships to be forced to move and react to each other more dynamically than just "Target the exposed healer!" or "Target the purged ship!" which is usually the gameplay once the heaviest dreads and healers line up somewhere. I suppose, to an extent, purge weapons fill this niche, but those have been consistently late in the tech tree for most ships, so you don't see a lot of widespread use. This will probably not be the case with the upcoming changes, but we will see.

I think a good fix would be to perhaps implement a module or mechanic that limits the amount of healing received. There are already modules like purge weapons that increase damage taken, disable mods, lower speed etc, but perhaps a more specialized missile or ammo type that reduces received healing to, say, 25% will limit how long ships can stay sustained by healers under fire.


An alternative would be to make healer beams heal in large bursts, but require a significant charge/reload/cooldown time, during which the healing would be extremely limited or nonexistent. This could change TC heavy battles from being two heavily protected stagnant lines waiting for each other to make mistakes into an ebb and flow type battle where healers have to time their heals, rotate between each other, and pay attention to other ships cooldowns to a greater degree. I know that it is like that to an extent with the use of some modules, but I think healing in T3/4 is just too consistently powerful.


This will probably require some tweaking of the PTW and beam amp abilities, but right now, a pair of koscheis can sit behind a battle line and rack up points doing very little else besides rolling their face on their abilities.

I've been playing this game for a really long time now, and I only recently got into my first Legendary match (and only by random chance).


Aside from the low amount of players queuing up for it, I also feel like there just isn't much incentive to play those matches. The rewards for winning aren't nearly high enough to justify the wait time, the modules in T5 take forever to grind (even with elite), and there aren't any new or interesting modules to work towards; Just flat number improvements over their predecessors that don't even feel drastically different since every ship you are fighting is proportionally tougher.

Hey folks. Death By Hooves here.


I'm sure some of you had to have run into me by now. I've been playing this game for a pretty long time.


Most of my friends dropped out, but I'm still on pretty frequently. I think it's about time I joined up with some of the more frequent players around here, so if anyone is recruiting around here, drop me a line.

Yeah, my friends and I have been running into the same issue. Starting to be come a real pain, especially when it slows down mid-fight.


I'm not sure if its the server though. From the way all my inputs grind to a temporary halt, it kind of feels like the client is leaking resources or something.

Yeah, my friends and I have been running into the same issue. Starting to be come a real pain, especially when it slows down mid-fight.


I'm not sure if its the server though. From the way all my inputs grind to a temporary halt, it kind of feels like the client is leaking resources or something.

I've been getting a pretty annoying bug with my Dreadnought T4 interceptors, which I feel could use improvement as a whole. Their horrible pathfinding aside, I've noticed that I don't always (in fact, rarely) get points for killing enemies with them.


This became particularly apparent in a recent elimination match, where I sent them across the map to finish off an Artillery Cruiser. They flew off and wiped him out, my name appeared at the center of the screen confirming the kill, but I received 0 points and it did not show up on the scoreboard. I don't know if this applies to all fighters or just interceptors, but it sucks to not be given credit for your performance. This has happened to me several times. I'm thinking that if I don't do any direct damage to the ship with my main guns, my module kill just doesn't count for me.


On topic, do Bombers do anything at all? I rushed through them using just fighters because when I tried out bombers, they fell out of my ship slowly, drifted toward the enemy, did nothing, then warped out.