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instead of the whole team choosing the mission LVL for the bonuses.
i think players individually need to choose that so that someone that someone that wants to set lvl 50 bonuses isn't stuck dragging around a team of lvl 10 people that get oneshotted while that one player carries them
like a lvl 10 guy fights at lvl 10 and only gets those lvl 10 bonuses
but the lvl 50 guy fights at his level and gets his bonuses without feeling like he is carrying the whole team or ruining their fun.
but the lvl 50 if they want more relaxed gameplay they can lower their levels
and if the lvl 10 wants the bonuses they should be able to set it to the level of the highest player in the team (or even just as high as think they themselves are capable of fighting)
and boost the pvp rewards it's weird that they are so low compared to pve and open space make the rewards worth it so teams really need to fight to earn that reward.
combine that with some dynamic events that randomly take place, and maybe even special events.
would be amazing if the sector conflict stuff was done out there where player groups can build a station, (maybe even those truck stops i mentioned) and it gives the group that owns it resources that can be used to craft anything from more defences on their station to ship modules that can be shared to the group members, the group could also get a percentage of income from items bought from the station by players.
then at scheduled times that sector becomes a pvp area where player groups can come in and try to attack the station (could add a special ship class like the dreadnought that acts as a small mobile base/respawn point for the attackers, they could build this up like the station)
open space has a lot of unused potential in it right now.
people come and go , some dont like early game because it is too slow , and after they get facerolled because they dont already master the game ... and they come back later ... or not
the game is just no "noobfriendly" , deal with it
pve;
reduce all pve bonus to 1% additive per lvl instead off an exponentially increasing amount the higher lvl you got;
resulting in thousinds off dmg becomming billions off dmg after the pve buff off high lvls and resulting in just 30+ lvl's difference being 1 person oneshotting the boss dread and the other barely able to kill a basic frigate enemy on the same mission lvl
-_-
especially when we are talking a lvl difference from new people under lvl 50 and old monsters at lvl 2800+, which is just hilariously OP to watch, most are 500-1000att though this is still year+ off grind to reach, with boosting dayli much more if not hard carried..
obv it is broken and dumb.
pvp:
fix destroyers, all modules dying before shield is gone is so dumb,
destroyers sniping small ships with extremely powerfull burst modules meant for "suppression" not instant 1shot killing combo is dumb.
destroyers exploding because you look at them wrong is dumb.
their speed hitting 500+ms is just ridiculess is dumb;
generally there should be clear max speed limits dependent on ship size, only interceptors should reach 800, fighter class 500, frigates 300, destroyers 250 (minus 15% max capable speed for non-combat orientated ships, like support ships, like command ships, engineers, snipers etc.; something like that.
all rebalanced to these new setup, meaning NO a 800ms recon is NOT capable off doing 8k-24k main weapon dps, more than dps orientated destroyers; no matter the situation; it's obviously dumb and broken; classes should function as you espect from their description off class purpose... sigh..
fix the rader invisibility bs; EVERY ship and their mom should NOT have the ability to be invisible, and no ship should actively be invisible or rader invisible permanently while being able to engage in combat.
(remove rader strength lowering which effects ALL enemies, it is broken and impossible to balance functionally; its either useless or op af so remove it as we already got rader invis, invis, and range rader distance to do what this should be doing)
fix command and recon ships, their dmg on top ships are absolutely insane; best ingame and both ships are supposed to have the LOWEST dps and active dmg for obvious reasons....
fix Conquest mode weird bs special mechanic rules.
fix spawn mechanics to prevent snowballing happening so often...
fix the initiated time and cost needed to just get into the game... the first 500 hours can be really painfull if you don't p2w 100€'ish quite fast. 30€'ish if you are budgeting and got people boosting you hard.
but when exploited together with movement exploiting on latency and free-aim tapping to exploit rotation stops when doing so, it screws with hit prediction as well ad hitboxing not registrating clear hits;
you essentially become unhittable and you hit with your autohit weapons even though you wouldn't hit anything without bc you are screwing with the latency/ping which result in hitboxing not functioning correctly.
without the use/abuse off these; autohit weapons are not hard to counter and deal with, but with this exploiting bs; thats where you see things like, especially like, yitmores and kins just absolutely rule, being immortal and auto hitting and killing everyone in seconds (doesn't help much their DPS is almost Twice what it should be as well on those two ships; but its the immunity to hit that breaks everything).
anyone at 150 att pve lvl is doing pve to get insignia, lvl40+ missions, if you lower this just to lvl 30 bc you want to have more fun, you heavily impact the reward/hours,
40+ is already minimum worth grinding, optimizing the runs it takes you several hours to grind insignia to just get +1 lvl att, assuming you run a 20insignia run in less than 3minutes; not counting loadtime, which will be more than runtime.. sigh.
we run it in 2.2minutes and its like 4+ minutes a run due to loads, wait counters ettc. bs that isn't active play, and even with that it will take a long time to get the 600 insignia needed;
not to mention the afk hours upon hours to get the hundreads off millions off credits needed per +1 upgrade at higher pve lvls... it gets so much worse the higher you get-
and big pve lvl people do 150+ lvl missions in which case choosing lvl 30 or lower literally cut their reward/hour to a third (removing 60% + off their reward and wasting so much offf their time, and they still oneshot everything and you still do nothing so just don't... accept you get some decent insignia when running with high lvls, and be bored afk'ing and dying dumbly... sigh the pve lvl makes pve mission trash; which is sad bc they are very fun when the team is appropriatedly lvled, which literally never happens unless you yourself force it, which is extremely time consuming and unrewarding in grind/hour)