AP Birdman
Banned
Compelling and constructive arguments, as I've come to expect from you [haha]
Sweet!
Compelling and constructive arguments, as I've come to expect from you [haha]
Sweet!
...You might be the first person to go on my ignore list.
As someone that flies a Cobra MK3 fairly often (and clearly not a PvP build), i'm still seeing CMDRs that want to sealclub in godships. CQC still dead? So yeah meme is still good.People are still rolling out this "lol CQC is your equal footing but PVPers don't like it so clearly they only want sealclubbing in their engineered godships" meme?
People are still rolling out this "lol CQC is your equal footing but PVPers don't like it so clearly they only want sealclubbing in their engineered godships" meme?
Maybe they want to PvP on an even footing in something larger than an eagle
CQC is arranged PvP with prefabbed loadouts. I am not looking for fixed builds and arranged PvP, but for open PvP where the start of an encounter is unsure and you need to be vigilant. Sadly the combat changes catered toward PvE and vocal wing PvP. There is no fun in having builds that overcompensate Pilot error with resilience and healing potions. There is no skill in hardcounters and in PvP most items have become subpar, thus lacking diversity and sparked disparity between playstyles yielding so called godships and meta.
PB was free of that garbage and it was enjoyable but got butchered to make the game as boring and easy as it is now. Encounters in the multiple minute length without disengagements and just war of attrition kill any sense of dynamic combat and meaning to PvP.
To give PvP meaning it needs to be connected to the game by tieing it into the BGS as squadrons seem to Start doing with minor faction pledge, additionally as suggested in long threads make player encounters and states generate USS.
CQC is arranged PvP with prefabbed loadouts. I am not looking for fixed builds and arranged PvP, but for open PvP where the start of an encounter is unsure and you need to be vigilant. ... most items have become subpar, thus lacking diversity...
So you don't like CQC prefabbed loadouts, but the Open meta is lacking diversity, essentially meaning loadouts are prefabbed. Or do you wish having imbalanced fights.
Genuine questions for you though: when you see an obviously not-PvP ship, what goes through your mind? Do you still attack them, even if they're an explorer (no cargo racks, maybe one small pulse laser)? Is such PvP enjoyable for you?
But i'm not sure what people would want in a combat update. Engineering is not going away, so the choice is rebalancing (good luck with that), power-creep (eg more Guardian weapons), or possibly some serious nerfs to meta items (salty tears).
I just don't see much return on investment for FDev, whereas more non-combat updates may generate returning players, new players, and more microtransactions.
What's going to make money for them? Space legs and landable planets would be the big earners: more Holo-me dressing up; new purchasable SRVs; ship interiors (paint, decorations, wall art etc).
CQC is arranged PvP with prefabbed loadouts. I am not looking for fixed builds and arranged PvP, but for open PvP where the start of an encounter is unsure and you need to be vigilant. Sadly the combat changes catered toward PvE and vocal wing PvP. There is no fun in having builds that overcompensate Pilot error with resilience and healing potions. There is no skill in hardcounters and in PvP most items have become subpar, thus lacking diversity and sparked disparity between playstyles yielding so called godships and meta.
PB was free of that garbage and it was enjoyable but got butchered to make the game as boring and easy as it is now. Encounters in the multiple minute length without disengagements and just war of attrition kill any sense of dynamic combat and meaning to PvP.
To give PvP meaning it needs to be connected to the game by tieing it into the BGS as squadrons seem to Start doing with minor faction pledge, additionally as suggested in long threads make player encounters and states generate USS.
So you don't like CQC prefabbed loadouts, but the Open meta is lacking diversity, essentially meaning loadouts are prefabbed. Or do you wish having imbalanced fights.
Ahh the good ole beta times, I'm with you on that. Especially the time BEFORE the SCB ruined the fine balance between aggressor and defender; have fine memories of my first attack on a T9 and running with my tail between my legs.
They wont turn back the clock, so they can keep the joke pvp in ED has become, I now play other games for that. Who the hell thought 20+ mins TTK was 'fun'? Idiots who listened to wing pvp and then pve farmers advice that's who.
So you don't like CQC prefabbed loadouts, but the Open meta is lacking diversity, essentially meaning loadouts are prefabbed. Or do you wish having imbalanced fights.
Genuine questions for you though: when you see an obviously not-PvP ship, what goes through your mind? Do you still attack them, even if they're an explorer (no cargo racks, maybe one small pulse laser)? Is such PvP enjoyable for you?
But i'm not sure what people would want in a combat update. Engineering is not going away, so the choice is rebalancing (good luck with that), power-creep (eg more Guardian weapons), or possibly some serious nerfs to meta items (salty tears).
I just don't see much return on investment for FDev, whereas more non-combat updates may generate returning players, new players, and more microtransactions.
What's going to make money for them? Space legs and landable planets would be the big earners: more Holo-me dressing up; new purchasable SRVs; ship interiors (paint, decorations, wall art etc).
New piracy modifications ... in line with other upgrades so far.
- Enter supercruise.
- Switch to Analysis Mode.
- Activate Victim-Scanner.
- Once you have found potential victims, choose one and, in combat mode, move to interdict.
- If the interdiction is successful, switch back to Analysis mode and launch cargo and module probes, these should tell you whether the victim has what you want.
- If so, switch back to combat mode and issue demands.
- Exchange fire as necessary.
- Switch back to Analysis mode and launch limpets for hatch breaking, collection etc. Please note that hatch breakers are not available in Combat mode.
- Return to start.
Very true.So you don't like CQC prefabbed loadouts, but the Open meta is lacking diversity, essentially meaning loadouts are prefabbed. Or do you wish having imbalanced fights.
Genuine questions for you though: when you see an obviously not-PvP ship, what goes through your mind? Do you still attack them, even if they're an explorer (no cargo racks, maybe one small pulse laser)? Is such PvP enjoyable for you?
But i'm not sure what people would want in a combat update. Engineering is not going away, so the choice is rebalancing (good luck with that), power-creep (eg more Guardian weapons), or possibly some serious nerfs to meta items (salty tears).
I just don't see much return on investment for FDev, whereas more non-combat updates may generate returning players, new players, and more microtransactions.
What's going to make money for them? Space legs and landable planets would be the big earners: more Holo-me dressing up; new purchasable SRVs; ship interiors (paint, decorations, wall art etc).
Very true.
However, I do think Frontier could add features to add to the PvP, which has been mentioned earlier to make the PvP crowd a bit happier at least. I doubt it will bring back many of the old players, but it could at least keep some of the ones still here and maybe make it enticing enough for new players who want PvP.
But overall, I agree with you that the real money-makers will most likely be other features, legs, atmos, and such. But combat (PvE combat) could be improved with more useful NPC crew and NPC wings, but that would ruin PvP even more, I'm sure.
- Check Forums for salt.
You dropped one.