I was reading the conversation on the shoutbox about "ganking" and superiority numbers, and i dont understand, why it seems nobody takes fleet composition into mind?
Or, pre-battle planning and strategy? Get your squads into better positions, in you know, FUCKING SPACE.
The first cap battle i joined as an outcast was awesome, i worked more as a flanking support and helped to take down one of the corsair dreadnoughts, i mostly fired my emp pulse to take down quickly its shields.
But i feel that people when it comes to fleet battles just limit themselves to bring as many caps as possible. Which i find dumb, because then the other fleet could bring a bomber squadron to torpedo the shit out of the enemy caps while theirs keep taking most of the attention.
ok, lets set an example:
its a 10 player vs 10 players battle. its a battle for control over a base. the fleet that destroys the base first wins.
the area sorrounding the base is clean and open, but in a 15click radius, its covered by a strange nebula ring that reduces scanner range detection.
each fleet would come from the opposite directions of eachother from different jumpholes, having to cross the nebula to reach the base.
(06-07-2020, 08:16 PM)LuckyOne Wrote: The problem is too many caps. Limit amount of active cap numbers by faction!1!11
Seriously I feel it's the lack of a unified guide and clearly defined roles of each ship class in Discovery.
Like in "regular" MOBA / RPG games you have clearly defined classes so you know what your team needs... in Disco that's just... not the case.
Also, ship classes should be shown somewhere in the interface... Maybe only if you're in a group with other players?
Yeah, for example, this old video i found of wesker and the red hessians torpedoing rheinland battlecruisers.
Just, have a few gunboats working as escorts, and wait until they get into range, i guess. im not a pvp expert, so i may be wrong, but i think that could have given a much notable difference.
And, one thing that i dislike from the mod, is that loadouts seem to be limited to the same purpose, there doesnt seem to be specialization of any sorts. For example, i wanted to try a torpedo only loadout with my outcast destroyer, but found that im limited to 3, and they still take a lot of my energy when i fire. and they dont have much range either.
Most factions usually try to bring mixed fleets. Every ship has its purpose. If it's all caps, then it's either a gentlemanly counter to an enemy that's brought all caps, or a battle previously agreed on, or the fleet is small, or it's a group of newbies who think that battleships can do everything. Or, well, it's a POB siege. Battleships are most useful here.
Keep in mind that far more than fleet composition, individual skill, sheer numbers, or any other factor, communication decides battles.
The side that is in voice together will always win if the other factors are even remotely similar. Even just two people in voice working as a good team can destroy fleets of uncoordinated individuals.
If you want to have enjoyable fleet battles, you should look around for voice channels with people that are doing them.
Karst is right here.
Not necessarily voice but just clear cut calm communication.
How to behave and sticking to the plan. Taking the best course of action rather than getting your self and your fleet killed for your own personal ego.
(06-07-2020, 09:29 PM)Hubjump Wrote: Not necessarily voice but just clear cut calm communication.
wrong
clear LOUD communications
LOUD people win fights
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.