Fun playing with so many people this time round. Although in total I had a worse experience then last time. Sure, partially because I was on the loosing team. I also predominantly played Corvette.
It’s really fun to get in and resupply teammates. Rushing to them felt good and manoeuvring to be in a good position felt good. The corvette is vulnerable, yes, but it’s also relatively nimble for its size, at least when it comes to translation …
Due to the horrendous situational awareness on corvette and up after playing two hours I was left in a quite annoyed state … like I described last time. Flying these ships with low rotational speed feels like being a horse that has blinds on and being hit continuously by the spurs of your jokey. (Sorry … the state of the situational awareness really makes me come up with these crazy analogies … the second time now. Ha).
As a corvette you benefit from being inside a furball, where you are hidden due to the amount of targets or close to cover, like a station hull. Both times having a advantage because targets are already near or only coming in from a certain angle.
If you get in close … the ability to see everything diminishes rapidly. On top of that you don’t need to manually aim in the corvette … making you feel like the field of view is much smaller than it should be because you don’t actually need to see or aim exactly where the enemy is, just know that it is there.
In a furball in 75% of cases you fire at targets that are outside your field of view. Without a fixed information panel you don’t know what you are targeting (because, like I described, the icon is the same for all ship classes once targetet). You don’t know how far away it is and how fast it goes … or if it’s close to death. Only indicator that you are hitting is the sound cues.
Same goes for incoming fire … most of the time no idea what is hitting you and how many targets are focused on you.
Fighting anything that wasn’t a one on one wasn’t exciting. It was overwhelming and struggling, like flaying around with a knife in a dark room (Sorry, did it again … wait I’m not actually sorry, it infuriates me). With the bigger ships you have some more time before you blow up and thus it isn’t as frustrating. In the corvette though … it just takes too long to understand what is going on before you are already dead … mostly because you didn’t realized that you flew towards a bunch of idle ships by accident or that a whole swarm of interceptors spawned in behind you
Maybe a radar will magically solve the problem. I know that I will probably only look at the radar from there on out though
Cockpit takes up much of the screen space. Third person is missing vital ship information and often the own ship is the way.
I’ve played for three hours and my credits hovered around 800 the whole time. We were actively defending and attacking continuously. We supported each other, moved as a group but also were met with NPC and player opposition that hindered us to take down many installations. None of us were able to afford a carrier once.
Sure we were a bit lower in players and many of our installations were destroyed early on … still it felt a bit harsh for the effort we were putting in. We fought trough a lot of enemies. Of course it would be nice to see if our efforts put a dent into the team pool of the enemy or if there just was no way we could have compensated for the early losses.
Sneaking off solo and sneaking in kills on installations seemed to be much more effective compared to what Green team was doing during the event today. Coordinating and trying to attack as a team.
That doesn’t seem like something that should be the case. The game should encourage fun gameplay. Sneaking trough should be rewarded for sure … but not in a way that it is so obviously superior.
It seems like the current meta is to grind up to a destroyer. The scatter, find the next ground installation and once there you make back the money back a couple of times very easily. I guess it would be even more time effective to blow up the destroyed once the installation is dealt with and then just get a new one.
Don’t want to force a certain type of balance here because I’m salty we lost. Ha. Just stating my exeperience. Loosing should be an alright fun. And it was fun … just, like described, felt like a slog, especially knowing that all we had to do is use that sneak trough tactic once to get a carrier … I preferred to try to play a match trough as cohesive force though. Well that was the result of that.
Land installations should get some artillery turrets.
I know the word was that capitals may not be able to enter atmosphere in the future but I really wouldn’t like to see that happen, that freedom and possibility of fun tactics be remove (hidden defensive destroyer in canyon? Anyone?). There already is not much incentive in entering atmospheres with capitals. They become slow and it takes many minutes to enter and exit them … making ships inside immobile forces. This also applies to carriers … sure the spawnpoint will be closer … but it will take many minutes for the carrier to get out again.
Not only is it problematic as it slows down the advance of a capital ship force … but also makes it virtually impossible for a cohesive force to retreat.
The only incentive for capitals to go down to planet right now is because … for some reason … land bases are much less defended by turrets than Stations are. Some stations have dozens of turrets with very good cover and angles … making it hard for ships to come in at any angle.
Land bases you can come in at a very steep angle and only one or two small turrets might fire at you.
The awesome power of a single capital thus then easily and unopposed can wipe out land instillation in minutes before any response can be met.
With the addition of some artillery turrets, defending bombers spawning closeby as well as the future addition of shields capitals have to think about descending towards land bases by their own or at all. It will be a tactical or even strategic decision to do so or not. With pros and cons. Interesting.
I feel like there should be a minimum defence that can fend off single ships for long enough that additional defences can arrive or so that the attackers have to coordinate and/or think of fancy tactics.