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NUT_kopshi64

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By this point the devs might as well toss a hail mary. Primarily because this ship is sinking. If this update is as big as you make it sound it will include alot of changes and it will either kill this game or rebirth the game into something far bigger. Either or, I don't feel too confidant in this, but we'll see what happens

We're in the endgame now.

So I decided to take a break and go back to some FPS games, and got tired and went back to ol'dreadnought and allow me to say, hopefully to whoever comes up with new concepts to the meta or your concept design boys. WHAT THE L L E H WERE YOU THINKING?


Starting off on my main, the corvette, why did you buff them. Why...and in all the worst ways. The vette is a hit and run with high dps requiring good game sense. Even though desperate measures is a problem then and still now. Dare I say you amplified it to such a degree that its not even a meme. A vette can get weap amp, drain torps, disruptor pulse, and armor amp and take out A ENTIRE FLEET. I'm not even being hyperbolic, my second game back my team got bodied by one T5 Heavy vette. You could have buffed the vette to be more teambased, you have a whole forum that's ready to throw out solid ideas.


Another thing is rams and how they haven't changed at all, Thanos would be 150% hard on how perfectly balanced rams are.


And the center of all things wrong with legendary, Desperate Measures(DM) is still a thing. Desperate Measures is, in my humble opinion, the worst game mechanic I've ever seen. At least EA advertised they're stupid mechanics in SWBF2. Desperate Measures literally, I mean literally rewards you for dying. It rewards stupid play. I hate using this excuse but it is not fun to play against, in all ways. It is never fun to do all this work to kill their ships only to be cucked at the very end when they get an armor amp, or shields seemingly out of no where. Also for the excuse of "anyone can get it"



  1. T2 Ships in veteran will now be completely bodied by players who have DM on their T3 ships and they will have no counter as its unlocked in a T4 Artillery ship that will now have to face teams with fully decked out T5's

  2. I'm not a ignorant player and many others aren't who needs a buyout to survive, if you screw up you should feel it and be punished accordingly not rewarded.


I would normally give some recommendations but as it seems they've literally fed into the mouth of the players who use, and I hate saying this, cheap tactics has made me quit believing that balanced can be achieved by a smooth transition. Some major changes need to occur in order to get this ship back on track cause its going down like the titanic.

Hello Zypherz, nice to see that corvettes are still around after a 4 months of not playing, I wrote a 2 part guide on the corvettes of dreadnought and they may be helpful for you if you don't mind the length and the poor writing.


Part 1 is here


Part 2 is here


For the post, I'll make it far far shorter. (also note, I havven't played in 4 months so if the meta has changed exponentially this may be useless.)


For JA vette, its a very gun run type ship, so speed and shock is your best bet. I would use thrust amp, with drain torps and blast pulse. As for internal, its afterburns and afterburners only. Its a great engagement and disengage module. You can use blink warp, and the assault blink warp well with this ship due to its mobility, but I find that blink doesn't "fit" well with it due to its already high speed, and how it increases with thrust amp.


For OB vette, its depends on how you like to play. It can be like the JA vette if you use engine rigger, or it can be more of a orbiting harrasser that sticks by the team. One thing you should do as general advice is always fire use those 360 degree guns to the fullest, especially when fighting other vettes. For loadout I highly recomment the blink as its short cooldown greatly fixes the OB vettes low speed,later you can change this is the assault, but thats up to you. The secondary and peremeter is up to you, but I would use drain and disruptor as you need every edge you can get. Internal is afterburners, its just great.


For the AV vette, its a mixed bag. Its a tank, but its a vette so it can have some endurence in engagements. You can really use anything with it and do well. Blink works well with it, the thrust amp, weapon amps, and even cloaks work well with the AV vette. It really comes down to which one you prefer playing with. As for secondary, I would use drain so your primary can do max damage, and disruptor pulse so they can't flee or pop some armor amp. Internal is afterburners, just afterburners.


As for officer briefs, I would say get on my good side so if your disengaging you can get some energy and it may save you. Feedback loop for a constant energy regen from modules that you'll be using alot. Weapons is up to you and based on your loadout, so if your using assault blink, I would recomment module amper. Finally engine rigger or nav expert, thats up to you on if you want high speed now with engine rigger, or overally speed and distance with nav expert.


If you want more, read the guide if you want. I'm going to be afk for another 4 months, bye.

The Kreshnik class of corvette is one of the weird ones. Not only is its handling completely different than that of the Dover or Fulgora class, but it also has one of the weirds collision boxes with the enviroment. Also how the primary, when firing at a far left or right angle will result in the shot blatently going over the target or under. Also with the primary, the kreshniks is actually more damaging, but at a slower firing rate and more spread. However, the benefits I would say balance with this (minus the weird collision box pls fix). The stribog does have the highest HP pool comparable to the vindictta, a unique primary that does burst damage like an arty, with the second faster corvette added atop. In terms of strats, I would say that the Kreshnik class is like the dover with the ability to close the gap quickly, but its like an irl fighter jet. You can go forward quickly, but turning is a slow and painful process, thusly it requires a good positioning and timing for it to be used to its maximum effect. Or you could just go with what Vasiliy said and be that one vette that can breaks the point of a corvettes low HP with rewarding being out in the open. I digress the kreshnik is balanced, but it is the trial by fire vette, it will test any vette players skills to see how they can work with the T3 vesion until T4.

As for one of the ships calling him out, the whole team wasn't facing that vindy, also they aren't just going to drop everything unless that are squaded up as the in-game callout system doesn't do a good or consistence job at marking enemies. Also considering he had gotten a flank on them they by the time he was on them, would have been drained.


Also for changing drain pulse to be less potent I don't see how any other modules would need to be changed. If energy gen is an issue than you can't do much anyways, their going to have their sheilds back anyways, also it's just for one ship. If it gave energy to nearby allies that would be an issue, but it doesn't its just one ship. The issue with drain is how its the reverse of energy gen, but for a group. It doesn't just affect one ship, but multiple completely removing their energy regardless of power to sheilds or a desperate maneuver to get out of the 1.2k radius. You are going to loose your energy usless you are clearly past that.

The thing is with mines, a smart arty can cover all angles a vette might use, or if they see you just temperary they can nullify your positioning with one mine volley. Getting the flank on a smart arty thats using mines is nearly impossible unless you're using a kreshnik class vette.


As for the 5 this is a team based game, it rewards the fleet that covers their back and stick together. Also my issue with drain is how with very little risk can yeild such a high debuff on the enemy. It literally takes all of your energy and if you don't have any energy granting officer briefs, your going to have to wait for the debuff to go then regain your energy slowly.


As for other module changes thats why the devs do this slowly and why we chat about it on here. Also how would this snowball into other module rebalances. I said that diruptor pulse isn't as harming as it is a nussance. The only time I've seen it be really dooming is on armor amped dreads or warping dreads. As for blast it can be sheilded, and scramble is just annoying, but reworking it may make it useless which is why I believe its fine.

The thing is with mines, a smart arty can cover all angles a vette might use, or if they see you just temperary they can nullify your positioning with one mine volley. Getting the flank on a smart arty thats using mines is nearly impossible unless you're using a kreshnik class vette.


As for the 5 this is a team based game, it rewards the fleet that covers their back and stick together. Also my issue with drain is how with very little risk can yeild such a high debuff on the enemy. It literally takes all of your energy and if you don't have any energy granting officer briefs, your going to have to wait for the debuff to go then regain your energy slowly.


As for other module changes thats why the devs do this slowly and why we chat about it on here. Also how would this snowball into other module rebalances. I said that diruptor pulse isn't as harming as it is a nussance. The only time I've seen it be really dooming is on armor amped dreads or warping dreads. As for blast it can be sheilded, and scramble is just annoying, but reworking it may make it useless which is why I believe its fine.

First to belial, I know that drain pulse is a bubble buster. However, it is the fact that in thoery it can remove the energy of an entire fleet with one click of a button I have an issue with, like I said a disruptor isn't as powerful when done as many can simply then use the energy they have, or get to cover. With loosing All your energy you are far more vunerable. I recall that one video that was promoted of a vindicta drain pulsing a fleet and getting 5 kills with a goliath. The goliath is no problem, but how the drain managed to weaken all of them to kill them. Also the counter of simple seeing the vindictta goes against what a vindy does. A vindy is a super heavy corvette and will generally play as such hiding and waiting for the time to srike. However, the corvettes had to stick to the engagement to really do anything meaningful, a vindy flyby drain pulse can shut down an attack as soon as it starts. As for arties, your meationing of he Jutland is also a point I made, the jutland needs to be at least within 5k of a target to actually do damage, in the while they can be shot at. As for the warp, by the time you can close the gap assuming your using cover the arty would be able to tell if you were planning a push and gtfo before the warp goes and you can get the gap closed. You now have the positioning, but your out in the open, shooting a fleeting arty with your healer warped in and vunerable as well. As from my play, that is not a good move just to kill an arty. You would be better off simply tanking the shots. As for corvettes the counter, mines. Mines are still a nussance, and you need to know that arties don't have the tunnel vision some might think, they want to survive as much as the next ship so they will fight anything that gets the jump on them. Also the particular arty I speak of, the AV one, is by far the best arty: small frame, good damage, decent firespeed, travel time. That is not even considering the modules which can save an arty or at least get a posthumous trade.


As for Tyrel, the vigo can use flak, however I'm never going to aim at the drone itself, the flak itself can out dps the repair drone, its that like I said, you get the flank on a lone koschei, you use your repeater turrets to deal the damage but they have sheilds, okay, but then you notice that green bar not going down, but energy is, but then sheilds go off, the energy spikes up and now your back in this feedback loop until either your team comes to clean it up, or until the enemy fleet arrives. Yes modules are set for anti-vette, anti-tac, but that little drone should at least be treated like the dreadnoughts fighters, or interceptors. Those little drones are only detectable by where the green beam stops. As for the arty comment, they shouldn't be shot down, but at least harrassed to the point where they simply can't be out far in the open from cover without being able to be punished. As for sheilds that goes into adrenaline shot issue, that mean that the koschei can tank the damage, get energy, and survive enought to distract your fleet, or to allow the enemy to regroup. As for the koscheis tankiness, its from its adrenaline shot that almost, but only the people who just got it, have. This allows it to keep shields up nearly always should the circumstance require.

My experience against these drone is that you simply can't shoot them out, this is a very big issue due to all my loadouts focus not on large AoE explosives. Again the koscheis large health pool helps it to tank damage. Granted is the a part of the ship it is so infuriating when you get the perfect jump on one and they simply stay there tanking with a little beam coming out of a drone you can barely make out and cant shoot.