Anyone who has ever played CQC, either for a long time, or just dipped their toes, will have noticed a major design flaw: the power-ups. They are problematic for at least two reasons:
1) They allow players to "loop" between PUs, leading to a constantly over-powered ship. This results in boring gameplay ("chase the PU!" & "oh no, it's that CMDR again..."), and a game completely out of balance for long periods of time.
&
2) Unless experienced players show restraint, PUs will drive new players away. Accepting getting blasted eight times in 90 seconds, round after round, takes a special kind of stamina that very few possess. Some of us stay away from PUs against weaker players, while others see it as a form of hard-core hazing on the road to git gud. The latter kills the recruitment to a game mode that is insanely exciting once you get the hang of it.
Note that the above particularly pertains to the Stealth and Wep PUs. Speed has no real impact on the game, while Shields actually has the potential for being game-enhancing, in that it can turn a duel around in a fun way. Even so, I suggest that Frontier consider removing all PUs, or at least Red and Blue, from CQC. This will make the game better for all. As a stepping-stone/test case, how about removing them from DM, while keeping them in TDM?
The main counter-argument is to instead improve the match-making. However, this will not fix 1), and of course, it requires a much larger player base than the present one. This is, in the current situation, therefore not really relevant.
Cheers,
r
1) They allow players to "loop" between PUs, leading to a constantly over-powered ship. This results in boring gameplay ("chase the PU!" & "oh no, it's that CMDR again..."), and a game completely out of balance for long periods of time.
&
2) Unless experienced players show restraint, PUs will drive new players away. Accepting getting blasted eight times in 90 seconds, round after round, takes a special kind of stamina that very few possess. Some of us stay away from PUs against weaker players, while others see it as a form of hard-core hazing on the road to git gud. The latter kills the recruitment to a game mode that is insanely exciting once you get the hang of it.
Note that the above particularly pertains to the Stealth and Wep PUs. Speed has no real impact on the game, while Shields actually has the potential for being game-enhancing, in that it can turn a duel around in a fun way. Even so, I suggest that Frontier consider removing all PUs, or at least Red and Blue, from CQC. This will make the game better for all. As a stepping-stone/test case, how about removing them from DM, while keeping them in TDM?
The main counter-argument is to instead improve the match-making. However, this will not fix 1), and of course, it requires a much larger player base than the present one. This is, in the current situation, therefore not really relevant.
Cheers,
r
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