(11-20-2024, 07:52 PM)Chenzo- Wrote: Why did this need to change?
because the game simply does not have the amount of concurrent players online to support soft/hardcounters. rock-paper-scissors is very common in MMORPGs, but freelancer isn't one of these games. when most fights are composed of around 5-6 players, there's absolutely no margin for any sort of heavy specialization.
however, if freelancer battles were huge (50v50, like in MMO raids or territory control) then we could have space for that.
(11-20-2024, 07:52 PM)Chenzo- Wrote: Why did this need to change?
because the game simply does not have the amount of concurrent players online to support soft/hardcounters. rock-paper-scissors is very common in MMORPGs, but freelancer isn't one of these games. when most fights are composed of around 5-6 players, there's absolutely no margin for any sort of heavy specialization.
however, if freelancer battles were huge (50v50, like in MMO raids or territory control) then we could have space for that.
The smallest "fight" I've been involved in at least in the past two years was around 14 players where I sadly got my rear end chewed out by superfasttinykusarisnubs who can shoot constantly somehow.
in <5.0 combat was fun, balanced
now you don't know if you blow up in 1 second , npc can deshield you , or if the current loadout works this week or not against x or y..
let's face it, there's just lot of changes without any plans for future, at best were tested in Connecticut or in open space, not once in house space with organic interactions in mind
(11-20-2024, 09:18 PM)Ashyur Wrote: in <5.0 combat was fun, balanced
now you don't know if you blow up in 1 second , npc can deshield you , or if the current loadout works this week or not against x or y..
let's face it, there's just lot of changes without any plans for future, at best were tested in Connecticut or in open space, not once in house space with organic interactions in mind
Exactly what I said 2 posts ago:
(11-20-2024, 07:52 PM)Chenzo- Wrote: The game used to run like a large and ever changing game of rock paper scissors. Everything had its counter before 5.0.
LF to VHF: Good against LF to VHF and bombers, in numbers good against Gunboats.
Bombers were good against Capitals(as they should be) but useless against VHF's and below, also requiring multiple to take down a GB or larger(this was perfect before imo)
GB's were excellent against snubs of all kinds, a good support ship for other capitals.
Destroyers, Cruisers, Battlecruisers and Battleships all float at varying effectiveness against each other- All requiring at least two of the lower classes to take down a solo Battleship- This was all great before.
Why did this need to change?
Now, a solo gunboat can piss off a Battleship- Maybe not kill effectively, but still send it running.
Bombers are next to useless against capitals- The number of missiles you can carry is very, very poor given the hit rate is low in an actual fight. Edit: In a fight I had to re-stock 3 times on missiles using a bomber, pounding missile after missile at a capital with lots of help, to return a 10ish % damage when it eventually went down?
This is more than a usual "skill issue" thing.
Super edit: Capitals should rely on their snubcraft team mates to clear enemy snubcraft.
you forgot the transports, normal transports were fun and beefy enough to run or put out a fight
gb hybrid emerged, wasn't that bad, only freelancers or other players who were hunting transports for cargo flew one
battlecruiser hybrid, that's another story.. who paid from 10-25mils could kill another transport in 1 sec or put out a fight against anything they encounter, especially the lawfuls that in theory should have combat superiority to enforce laws inside houses ...