(08-24-2024, 01:55 AM)NOVA-5 Wrote: ...caps are just no fun like they used to be...
...Same thing for the Bustard, what a gem that used to be, now it's just a Basket case.
Caps definitely take more skill now, and that is a good thing. Now that you mentioned the bustard, I think the bustard is one of my favorite capitals in the entire game, and it is a bliss to fight too.
Well i just hope that caps get some love so that they be useful again. For now they gather dust in the docks! I am also a cap player, i am really bad with fighters (not a fan of them) Now i play 80% of my time with transports! And its god damn boring!!!!
(08-24-2024, 01:55 AM)NOVA-5 Wrote: ...caps are just no fun like they used to be...
...Same thing for the Bustard, what a gem that used to be, now it's just a Basket case.
Caps definitely take more skill now, and that is a good thing. Now that you mentioned the bustard, I think the bustard is one of my favorite capitals in the entire game, and it is a bliss to fight too.
Good thing for whom is the question - on average, caps are played way less last 2 patches especially by casual players (look at indie cap prefix log times)?
Overall playing cruisers the most this patch I do quite like them as they are. I do find that it can feel a little frustrating to run them at half regen but realistically you just need to manage the power a little easier. Don't take them as slinging weapons all the time, but also running position, strategy etc.
My first real experience with cruisers has been post shield rework. I struggled for a long while to figure out how to use them, but there seems to be a method to this madness after studying it for a bit. It makes the fights interesting, and there are people around willing to help you get the most out of the new mechanics. I had to ask for help myself
Cruisers are fine as they are, if you are going to start a meaningless rant instead of putting in some effort - remember that everyone is in the same pot and started off from the same point.
If you would use half the time you used to write the OP - you would have had at least a general idea of how cruisers run in the current patch and how you personally would fare better on the class. But you may, of course, choose the path of least resistance and not play them at all.
There's no meaningless rant here, only some players looking for a way to enjoy playing caps again,
some pointers have been mentioned those'll be tried and tested, thanks for that.
We may like's been said here not even bother play them at all but that would mean the same for the next
problem people are calling for, then the next & that attitude would lead to no reason to play disco at all,
no voice, no help, no hope & all that'll be left here are the elite few armed to the teeth
with their one leg home made mechanics ranting when the shoe's on the other foot.
Keep nibbling away at something, in the end, you've got nothing left.
(08-24-2024, 07:29 AM)Czechmate Wrote: Good thing for whom is the question - on average, caps are played way less last 2 patches especially by casual players (look at indie cap prefix log times)?
I think this has to do with the mod as a whole and not exclusively the capital ship changes. to be honest, 4.95 combat was fun but very simple. now you've to much more carefully consider your options, and not just WASD strafe/steer and keep firing at your reticle.
I'm still not a fan of some of the changes just as the limited viability of loadouts (cruiser missiles disappeared from cruisers) but that can change with more weapons in the future
(08-24-2024, 07:29 AM)Czechmate Wrote: Good thing for whom is the question - on average, caps are played way less last 2 patches especially by casual players (look at indie cap prefix log times)?
I think this has to do with the mod as a whole and not exclusively the capital ship changes. to be honest, 4.95 combat was fun but very simple. now you've to much more carefully consider your options, and not just WASD strafe/steer and keep firing at your reticle.
I'm still not a fan of some of the changes just as the limited viability of loadouts (cruiser missiles disappeared from cruisers) but that can change with more weapons in the future
Understandable, crusiers were nice as how they were before, why bringing to me such "nerfing" on capital ships, as told before, mainly i prefer playing capital ships just because where i live i need to play against european people with really low lag and me having impressive 140ms~ on average of lag ...
Understand, but if you gonna "nerf such things" be considerable, cause you are not nerfing in good way, devs decided to keep it high energy usage on guns, destroy other guns (like solarises till make it unusable increasing power needings) ... but nicely not fixing some arcs some ships have it, don't talk about BC "Rework" with 10 turrets where i can barely mount 2 turrets per side to attack someone, and of course, no more 360 heavier guns ...
Still, there was fun before, and today it is just collecting dust all my whole fleet of ships
Recently came by lot of capital ships got a weapon reduction amount, and some ships are actually needing it due size or something ...
Mako passed from 16~ to 11 at most (and choses the worst placement for such turrets)
Valor leaved with only 2 turrets in secondaries to shoot below you (Man before this patch i had 6 turrets available, they leaved just 2), my 6 Primaries become on my heavy slots and my heavier were swapped ...
Well, a total mess, let's not talk about all the damn rest of my whole capitals i already have ... even NPC's have better position in guns than us as players ...
(Ah and Mako cannot sustain 1 Primary keep shooting because it get's without power, 1 DAMN PRIMARY TURRET
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while gun count was reduced, individual guns were made stronger. firing one gun now means firing 2-3 guns in the previous patches. and, I agree that some battleships have very bad arcs. but, they haven't received a proper, in-depth tuning yet.