||Faction pros and cons
Joined: May 11, 2010
|Posted: 2012-07-27 14:31  |
Thinking about what ICC people say is bad about or wrong with ICC got me thinking about what UGTO or Kluth players think is bad about or wrong with their factions. Maybe some things need to be changed and maybe some don't, but with input from players on what's wanted, what's not wanted, and what we see as problems maybe it'd give a better idea for a direction the devs can take the game in the next set of updates.
If something seems fundamentally flawed to you give an idea of what can be done to address it when you list it as a con, and don't simply say "this is bad".
Don't post arguing against someone's reasoning. Just leave your feedback and leave it at that.
Listing what's good as pros can also help newer players who read the forums to decide what faction they think they'd like instead of posting another "which faction is better?" thread.
No falloff for cannons
Pulse beams faster fire rate provides good PD
Pulse Shield can effect multiple missiles/fighters
Shields can be redirected to whichever area is taking fire
Shield gadgets have no mass, giving better turn rate
Sabot have the highest speed, range, and spike damage of any Torpedo, and no AOE means you can safely fire them from close range
Fusion Torpedoes are not the worst at anything
Cannons have the lowest base damage aside from the UGTO EMP cannon, and limited ammo. This severely limits combat effectiveness without in combat resupply, which almost always results in the quick death of the supply ship. Since there's no longer really any range advantage removal of the ammo limitation would be best.
Pulse beams have short range, meaning you'll most likely be caught in the AOE range of missiles even when you shoot them down
Pulse shield is now a roll based gadget, and can fail to destroy even a single missile or fighter out of several that are in range. It would be better to have just increased energy use, or cooldown, or even left it as it was when it destroyed allied missiles/fighters as well.
*Composite armor has lower HP than UGTO standard armor yet has the same mass (I've heard this from more than one source, but confirmation from a current dev would be good)
Shields were reworked to be like UGTO style armor with resistances and weaknesses, this is a bad deal for the supposed defensive faction due to most ships having 1 layer of shields with lower HP than UGTO equivalent armor and 1 layer of composite armor with no resistances and lower HP than UGTO standard armor. My advice is to scrap the resistance/weakness shields and go with Active having slight resistances across the board, higher HP, but higher energy use and slower regen and Reactives having decent resistances across the board, lower energy use, and higher regen, but lower HP.
Shields do not get any kind of repair boost in combat while armor does. Honestly not sure what can be done with this, as devs repeatedly state shields should not get any kind of repair boost in combat. This also ties in with shields being remade like UGTO style armor, I don't see a reason for this as long as they have no way to get boosted repair in combat.
ECM nerf rendered several strategies unusable even with teammates. ECM is extremely ineffective in general now, it just simply needs a boost in effectiveness.
Sabot have the lowest fire rate and ammo count of any Torpedo, and no AOE means you can't manually detonate them to damage targets they just barely missed. Low fire rate and extremely low ammo means they are only effective when used against Dreadnoughts and Stations.
Fusion Torpedoes are not the best at anything
No ammo limit for cannons
Highest HP armor of all 3 factions, ability to swap out armor to customize resistances/weaknesses.
Able to have both layers of armor repaired at the same time with drones/repair field
EMP/Flux weaponry causes device damage and is effective against shields
Flux Wave no longer damages allies
Extended Range Laser can shoot down Fighters before they break off
Proton Torpedoes have the biggest AOE range
Ion Torpedoes are faster than Proton and can track targets
Cannons lose damage over range
Armor can't be rotated like shields
EMP does little damage to armor/hull
Flux weaponry uses a lot of energy
ERL has long cooldown and can be easily overwhelmed by missile spam
Proton Torpedoes large AOE means it's easy to FF yourself at close range
Ion Torpedoes have lower damage than Proton
ECM nerf rendered some strategies unusable even with teammates. ECM is extremely ineffective in general now, it just simply needs a boost in effectiveness.
Disruptors do not have falloff
AHR allows ships to self repair without having supply ships hanging around
Cloaking device gives a major combat advantage in both being able to choose where and when to start combat, and in escaping
Jump Drive has lower cooldown than ICC/UGTO
Antimatter Torpedoes have the highest DPS of any Torpedo
Psionic Torpedoes have no ammo and fire in a spread of 3, giving better chance to hit
Most weaponry is forward facing, giving that first strike even more punch
Supply ships able to cloak and only come out when it's safe
Transports able to "ninja drop" by decloaking directly ontop of an enemy ship, or moving to an area of a planet that's not defended by enemy ships before decloaking to drop
ELF drains energy from the target and transfers it to your own energy pool
Assault Disruptors have bad energy to damage ratio
Weakest armor of all 3 factions means you can die quickly if you aren't paying attention
Forward facing weaponry makes it harder to PD if you decide not to cloak
Antimatter Torpedoes have the slowest speed of any Torpedo
Psionic Torpedoes do low damage if all 3 don't hit
ELF does almost no actual damage to anything but shields
ECM nerf makes using ECM heavy ships to counter the effects of ECCM pointless as ECM is too weak to make much difference. ECM is extremely ineffective in general now, it just simply needs a boost in effectiveness.
Adapt or die.
2nd Rear Admiral
Joined: March 26, 2009
From: Deep inside Andromeda
|Posted: 2012-07-27 15:12  |
Cloak can be broken when you hit 99% hull with the simple pres of the V key on a UGTO cruiser and higher.
K'Luth dreads are the largest ships in the game under a station, making them harder to avoid incoming fire, cloaked or not.
The Ganglia. A missle spitter on a hit and run faction is a no go.
ELF goes through shield/armor.
Stealth missles (tho I think these are a horrible horrible addition to the game)
Ability to break cloak at th touch of a single key once you do 1% hull damage.
Ability to kill a dread with 10-15% hull remaining with the press of a single key.
The ability to jump from Paul to Borealis with fuel left over. Or from Sentry Levi to Paul, with fuel to spare.
Flux cannon, Flux wave, EMP.
Ability to tailor armor to enemy damage with 2 seconds worth of preperation. Correct enhancement and armor templates can effectively tank any ship from any faction.
The EAD. With armor and DR, can kill a siphon and hull a mandy solo.
Energy drain vs torp damage effectively sidelined the once-prolific Assault Cruiser.
No system damage weapons at all. At least K'Luth gets ELF, which is somewhat similar.
No ability to cut on/off individual shield arcs like we could when we had def mode.
Seige missles come from odd arcs that make them ineffective vs larger planets.
No real advantage with pulse shield. They are only a "chance-to-hit-%" gadget now. Also, fighters stay outside the range of the pulse shield BY DESIGN. When UGTO gets their PD beam, they will easily negate most of ICC capabilities on distance.
Planetary shields now block all bombs, not just mirvs.
Joined: May 05, 2010
|Posted: 2012-07-27 15:32  |
-Shields regenerate quickly without assistance out of combat, allowing you to be somewhat combat ready if you did not take hull or armor damage. Also helps if you get tracked.
-Faction design synergizes well with smaller ships, and ICC has the largest selection of ships to use. Also, bar Kluth's infamous dread point blank decloaking, the best at dealing with enemy small ships.
-Is affected the least by repairs, with both Kluth and UGTO having two armor layers.
On 2012-07-27 14:31, Talien wrote:
EMP does little damage to armor/hull
Actually from the damage charts EMP also does not do significant damage to shields except for the current reactives. On the flip side a lucky emp shot can cause 1-2% damage to a Kluth's cloaking device, rendering it near useless.
-Has the only no target, non FF AoE in game. Flux wave allows you to get in a final burst before a Kluth finishes cloaking, or even right after. If you're lucky it will kill the cloaking device. Also guarantees damage on small ships.
-The least maneuverable both tactically and strategically. In combat the high mass of armor makes them the slowest to turn, causing UGTO damage avoidancy to be much lower than other factions. They are also the most affected by dictors, having to wade into enemy fire to reach optimal range. This can result in overextension into the field and death. In a situation where both sides have dictors UGTO is arguably the most affected as the starting range is 1k gu which is closer to ICC's optimal range.
Assault Disruptors have bad energy to damage ratio
Not sure about this one, I've heard they are actually pretty effective, but instead they output a large amount of raw damage and thus require a lot of raw energy.
-Can ignore small ships or scare them away
-Kluth small ships can provide firepower equivalent to one class up, the Claw, Parasite, and Scale do tremendous damage.
-Kluth small ships require good coordination or else they become extremely weak. They blow up if the enemy can get a good frontal alpha at you.
-New cloak system makes your effective combat life equivalent to the life of your cloaking device. You can be at 100 hull but if an emp shot damages your cloak then you might as well prepare to retreat.
Faster than Light
Joined: October 15, 2009
|Posted: 2012-07-27 20:48  |
i think some of this is wrong...
Defiance and Opposition, a tribute to teamwork. I will remember always
|Pixies & Leprechauns|
Army Of Darkness
Joined: March 24, 2009
|Posted: 2012-07-28 04:26  |
long range, more manoevrable (because of shield instead of armor), fast shield recharge (especially OOC), fast weapons makes them better at hitting other ships, strong cruisers
have to push a lot of buttons in combat, weapons do slightly less damage and need ammo.
cruiser vs cruiser, u might have the situation where ur ammo runs out before the other cruiser dies, meaning u need help or a very nearby resupply base to kill equivalent ships
stong armor, balance between energy usage, damage, manoevrability over most ship classes. strongest core weapon
can take ages to repair, limited in options in ship gadgets. Generally the primary target when all 3 factions online
cloaking device allows surprise attacks or options to flee, AHR slowly repairs ur hull and also some armor repair can be noticed. beams do maximum damage from any range. faster jumpdrive
armor is mostly costmetic, dont rely on it to much. need to keep a very close eye on energy at all times. Have to put up with a lot of complaining on your cloak from other people. ships can feel brick-like
Im not drunk! i simply had to many beer
Joined: July 19, 2011
From: Hivarin, CD+36*15693
|Posted: 2012-07-28 11:16  |
afaik the IC does the most damage if both shots hit.
Though I do like the QST explosion animation--it feels like you're actually firing something.
Joined: September 11, 2010
|Posted: 2012-07-29 18:31  |
I play them