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Dragonychus

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Nightfire#3101 posted (#post-279920) said:



Dragonychus#0000 posted (#post-279917) said:
So many new players don't want to be killed by high-skill modules and expect to be able to kill anything with their build the way they want it instead. Doesn't work like that. Tell you what, if you nerf ABW (and who knows what'll be next), healblobs and Arties will prevail (especially with what is effectively a buff to Armour Booster Pulse). Even Rams won't be able to break it. You'd need even greater skill to break those abysmal healblobs, so squads will have it even easier compared to PUs.



So close! So new players don't want to be killed by high-skill modules and want to make some sort of progress with what they have? Doesn't work like that?
Ok, good to see that point but isn't that a problem? If players are choosing to leave rather than either learn the lessons you have or don't have the emotional fortitude to just suffer through a long stream of matches that are not fun for them when they have other alternatives, what do YOU propose?


You seem to have your own theories on why new players are leaving after hitting a certain wall, at least you make it seem like you do to me so far. So what IS your theory and what can YOU propose to address it? If it doesn't work like that, what should change to encourage newer players to stay?


Corvettes aren't the problem for the various turtle tactics that arise out of having good, coordinated healers. Ok, fair point. Instead of stopping there and (for some of you) thinking you look intelligent, propose your own underlying theories and float some suggested solutions. I'd have to agree the T4 vs T5 matches are a problem. the matchmaker is also a problem IMO and shoudl look to balance the skill of teams to mitigate the curb stomping.


So why do YOU think newer players are leaving and what do YOU think could help address the hemoraging?



I should have stated that on equal tiers people expect to be able to kill anything with their one build they think should kill anything just because of DAKKA. I see plenty of people dragging Beam Amp on a Tac. That's effective suicide in the hands of anyone less than highly skilled! Or people that run full-on offensive builds with no CC and then complain about, say, Vettes. 1 Dessie with some experience with Stasis Ammo can make life a pain for a Vette or 3. And yes, the first 3 or so matches are difficult in a new ship, but so what? We can't just hand out all the good stuff from the get go (this also relates to my next bit about the gaps). Teamwork can make those matches a lot easier, too.


I had some theories as to how to give newer players an easier time, and that was back before the new tier brackets. Changing the brackets was a big mistake as the gap between fresh T3 and T4 is far less than fresh T4 and T5, along with the grind from 3->4 being a lot shorter than 4->5. Heck, even removing tiers would make it easier, but that ship has sailed. Another thing is the changes to Officer Briefings which are a thing in the pipelines

From Wikipedia:
"In video gaming a nerf is a change to a game that reduces the desirability or effectiveness of a particular game element. The term is also used as a verb for the act of making such a change. The opposite of nerf is buff (in one of that term's two usages)."
So nerf =/= useless.


So many new players don't want to be killed by high-skill modules and expect to be able to kill anything with their build the way they want it instead. Doesn't work like that. Tell you what, if you nerf ABW (and who knows what'll be next), healblobs and Arties will prevail (especially with what is effectively a buff to Armour Booster Pulse). Even Rams won't be able to break it. You'd need even greater skill to break those abysmal healblobs, so squads will have it even easier compared to PUs.


Adapt to certain ships, fly with a (good) squad and learn from them, don't go all offensive and reserve some modules to counter others, don't be too stubborn to change ship if the situation requires it and then go complain about why yiou get smacked time and again.

EDIT:
Double post

You clearly don't get the importance of being able to 1-shot certain ships, Sky. Without 1-shots, Cruisers (especially Tacs) will either kill you or negate the damage you did real fast. It's not like a Vette can just fly up to someone and kill them (save for a Tankvette with KWA, Disrupt, and AA, which even I might call broken); it needs careful planning and executing. If they get the kill either they deserve the kill, or you deserve the death for not paying attention (as a team).


Another thing is that a lot of newer players with hours in the double digits expect to just stand their ground against absolute veterans who have played and probably mastered 1 or even all ships with multiple loadouts and have hundreds of hours throughout several flavours of the game. You have to play a lot to get the minute details and intricacies of the game.

This just brightened my day! There's a lot of Sci-Fi games and such, but I liked very few of them because they mostly focussed on fighters and small ships. Imagine my delight when I found out about RG and DN


Brother Belial#4215 posted (#post-225233) said:



LordMeatSpin#9535 posted (#post-225229) said:


just because you can hit it doesn't mean the hitbox isnt smaller or displaced from the pod



And just because you can't hit it means it's an exploit. People really need to learn what an exploit really is.



Ya, except the dam things are practically impossible to hit and take down. I've point-blank flakked the buggers and none of it registered. The only things that have a remote chance of hitting are Tac beams and Arties... if the pod feels like it

Just had a team nearly full of Triple X, with my team having only me and one other. Now I'll try to finish a match no matter what, but that doesn' change the fact that such uneven matches are terribly un-fun to play. Yes, the greater is the pride when against the odds you do win, but that's only one in way too many. Fix MM and you'll fix 80/90% of this issue


SkyRaider#3584 posted (#post-222954) said:



Enterprise_NC1701#2026 posted (#post-222950) said:


You cannot even write Corvettes probably. They are fine, I can deal with them. No changes needed.



I'd say some changes are needed, mainly the abilities that allow them to not take damage.



You have disruptor pulse on vettes and arties, along with disrupt missile on dessies, disrupt ammo on vettes, purge nuke on dread, and purge beam on tac (all at least by t4). Each and every one of these can stop a vette dead in their tracks. If you know a vette carries such a module, keep an eye out for them and shoot at them once you can. I might scare them off since they lost the element of surprise. I do, however, believe the Officer Briefing 'Desperate Measures' may need a rework, since it allows vettes (or any other vessel carrying it) to use their modules twice

Corvettes are fine as they are. You need to focus on counters as well, however, 'cause that's how you take away their strengths. You cannot focus on DMG only under any circumstances. For example, each of my ships is either equiped with a buff/debuff module and a DMG module, or I have one of the 2 versions play the disruptor and the other the bruiser. And of course the key-words: Situational Awareness (see them before they sneak up on you).

Sure, healblobs are annoying AF, but watch the panic ensue when a purge mod like Tartarus hits. It's not all about DPS, ya know. And if you still want to punch your way through a camping site, try Onagers, Vettes (with an Amp and a Pulse), or Vindis (Storm/Ram, Torps, Drain/Scramble, Thrust Amp/EM). I've seen them used successfully quite a lot by the more veteran players against camps, and I also speak from experience when I say they work like charm (been on both the receiving and the dealing ends).


So I'd suggest you go play some to see their effectiveness for yourself.

DISCLAIMER: these suggested tactics are not press-to-win. Every situation varies; adjust accordingly.