There's no dogfighting in this game and combat is god-awful...

They should seperate out different types of fighters. What we have now, due to the nature of ED and the authors wanting you to see all the pretty ships, is a huge focus on dogfighting and turn fighting. What should be done at this point, since things are getting weird and way to dizzy, is introduce the American's world war II concept for Zoom and Boom fighters. Beef up the engines on things like the Python, FDL, and Anaconda. Make them the zoom and boom type fighters, they take passes at things, but turn slowly and if improperly positioned can be caught up too and outmaneuvered by more agile craft. Maybe make the power core a little easier to take out, or the drives, so those more agile craft have a specific method with which they can fight back against the tactic.

Drag them onto the same playing field with precise fire. Their turning capacity during boost should also be restricted, to more solidly adapt them to this gameplay style. Instead of a boost increasing their turn speed, their 'zoom' speed locks them in fairly hard to a heading. Giving only enough room to adjust aim on a pass, though a skillful practitioner may set it up with F/A off so they can strafe past sideways raking their target. And be positioned possibly for a quick second pass, though killing inertia too early around something like an Eagle could be a quick problem. But overall the ships need a rebalance to be more well defined into their roles, though with other things I'd advocate more flexibility. All ships should be able to fit, for instance, fuel limpets and cargo limpets are part of their standard equipment. Without sacrificing combat potential.

Eugh, just dipping my head into this makes me want to off and get a spreadsheet and start laying out 'how it should be, maybe, if the community agree's", though I have so little faith in Frontier that I hardly think it even worth doing. That said, I've started pouring through it all anyways right now and I'll probably post it all up a little later.

But yeah, as a few forward thoughts. The Eagle, the Eagle is everybodies interceptor. And A - Class fitted Eagle should be able to catch up to anything, even before the Engineer Upgrades, and only an Engineer upgraded ship should be able to outrun such a standard Eagle. This isn't a highly threatening ship, or a highly desireable ship right now. Lets strengthen its role as in Interceptor and a chaser. And, lets be honest, most ships should be able to deal with a single Eagle, with the exception of pure trade ships. And for other situations its speed and maneuverability would serve much better as a harasser. Don't make a lot of cash being a harasser though, hehe. Unless you're bounty farming and you're just getting your tags in and staying out of the way to make your $$$$. Legitimate but kinda boring, it'd be nice to have a little more punching power. But I'd take just being able to stay on my target.

The Cobra should remain, with the exception of the Eagle, the Lord of its Domain. Its one of the most popular early pirate vessels for a reason. Whatever adjustments needed to keep it in its catagory should be made. However, its more heavily armored cousin needs a little more speed. Or a little more maneuverability. It has neither the ability to chase or run, nor does it fully support the ability to swiftly kill. Its a slightly punch baggier version of the Cobra, that's meant to have more teeth. It'd have more teeth if it still had its speed. :)

If the Courier and the Dropship are meant to counterbalance eachother, some more balance is needed. The Dropship/Assault Ship those things are the destroyers of worlds. Drop one or two of their weapon slots a size class please, or maybe boost the Courier in some way to make it a little more able to deal with the dropships crazy weapon load. Maybe give it more lateral thrust to make it a better dodging craft. Note on the Imperial Eagle, also needs its maneuverability bumped up. That ship isn't nearly maneuverable enough to justify its frailty.

In reference to General Purpose Ships, these things should be perfectly capable fighters/traders/explorers if well fitted to the roll. We have many slots, let us fit secondary shield generators plox? Maybe restrict them always to being a size class lower than the prior one. Obviously this would only work on some general purpose ships.

The Viper MKIII and Viper MKIV, oh man. Alright so the Viper Mark III needs a little more flexability. I mean, the ability to fit a kill warrant scanner and still be effective would be oh so nice. Also, it currently lacks finishing power a lot of the time. Another upgrade for the power distributor would really help balance this thing out. I mean, if I can stay on his tail for ten minutes, lemme just kill him right? No point dragging this out to a 20 minute battle, accounting for the occasional F-up and waiting for my weapons to recharge all the time. Also the Viper MKIV suffers from pretty much the same issues as the Cobra's more advanced varient. Its reduction in speed hurts, but its really its lack of maneuverability that makes it useless. It has some more armor than the MKIII, but less speed, less maneuverability, and the same amount of weapons. And less ability to point them where they need to be, so less combat potential than its progenitor. I mean you could turn this one into a zoom and boom, or a turn fighter. Either way would be better than it is now. I mean come on, its smaller than an Asp Explorer and it turns slower than one. You        g kidding me?

The Imperial Clipper needs a maneuverability boost. Its 2.         2. The python turns at 6. Thats the same as an Asp Explorer for gods sakes. If anything this is the thing that should be maneuverability four, like the viper mkIV. This should also be one of the ones that boasts the capacity to use two shield generators, sacrificing any semblance of real cargo space for combat potential.

Anaconda, Corvette, Cutter, yeah those maneuverabilities should be two. But their powerful primary drives should give them an advantage of top speed over basically everything save interceptor ships. (Eagle and Empire/Federation Specific Fighters) But their acceleration to said speeds should take a long time. So their have to carefully set up their runs, or risk being set upon and having their drives damaged and forced into the disadvantageous dogfight situations.

Oh and one more thing. An auto power balancer would be really cool. To make it too smart, but it'd be a nice little gixmo. Like a docking computer, something helpful that you actually seriously consider sacrificing a slot into to make your life easier. Taking shots, puts pips to shots until you stop taking fire. Firing, pips to firing! Gone 30+ seconds without firing or taking damage? Pips to Engines! Boosting? Pips to engines! Overrides to whatever setting you want it at, reset it to functioning with the rebalance power option. Sets to working for you again. :)

Oh and Freighters should also be under the high top speed, slow acceleration category. So you want something quick, or an Interceptor, to be messing with them in interstellar space. Should probably be easiest to go for the cargo hatch to actually get times, and you can whack the pinata until it gets away, with a clever pilot putting the cargo hatch on the opposite side of the ship from you as he boosts to max speed slowly, to prevent you from getting as much as possible.

Some interesting points. I'd be happy with player definable presets for the pips, seeing as the manual adjustment never puts the pips quite where you want them without having to flick to and fro 2 or 3 times. An annoying waste of time. I'm not against pip management, I'm just against making it pointlessly take more inputs than it should.

We should have CZ's in asteroid fields, and around stations - that would be epic! Traders could try and runt he gauntlet for super high profits.

As for your WWII style idea - I do believe it has been admitted that WWII fighter is the flight model they are aiming for(I'm good with that), and judging by the stupidly wildly varying nerfs and buffs to various ships, doing a complete re-configure wouldn't exactly be anything out of the norm, though it may work in making things more interesting.

I'm certainly not a fan of the SC flight model, dragging a mouse pointer around and clicking on your target is just not really my idea of fun. Having said that, a yaw buff could be nice.

Regardless, I do find the current flight model reasonably fun.
Z...
 
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They should seperate out different types of fighters. What we have now, due to the nature of ED and the authors wanting you to see all the pretty ships, is a huge focus on dogfighting and turn fighting. What should be done at this point, since things are getting weird and way to dizzy, is introduce the American's world war II concept for Zoom and Boom fighters. Beef up the engines on things like the Python, FDL, and Anaconda. Make them the zoom and boom type fighters, they take passes at things, but turn slowly and if improperly positioned can be caught up too and outmaneuvered by more agile craft. Maybe make the power core a little easier to take out, or the drives, so those more agile craft have a specific method with which they can fight back against the tactic.

Drag them onto the same playing field with precise fire. Their turning capacity during boost should also be restricted, to more solidly adapt them to this gameplay style. Instead of a boost increasing their turn speed, their 'zoom' speed locks them in fairly hard to a heading. Giving only enough room to adjust aim on a pass, though a skillful practitioner may set it up with F/A off so they can strafe past sideways raking their target. And be positioned possibly for a quick second pass, though killing inertia too early around something like an Eagle could be a quick problem. But overall the ships need a rebalance to be more well defined into their roles, though with other things I'd advocate more flexibility. All ships should be able to fit, for instance, fuel limpets and cargo limpets are part of their standard equipment. Without sacrificing combat potential.

Are you sure we are playing the same game? FDL and Clipper are the boom and Zoom ships, that's why you see people in them jousting/reversing rather than trying to get into a turn competition. Anaconda and Python are not combat ships, these are multiroles.

Turning capacity IS affected by boost - initially boost helps with turn because of extra power to thrusters but in later stage the extra speed reduces your maneuverability because you're out of the "blue zone".

If all ships can fit everything why even bother changing anything but looks? Personally I prefer specialized ships with very different stats like we have now. Why should my Eable or Vulture cary cargo limpets?
 
cool-story-bro-2
 
I specifically mean the ability to toggle flight assist, and boost turn at speed, in a bigarse ship. Needs to go. Pretty sure that's how the AI is always keeping its nose rocklocked on players these days. Also, there is currently nothing that would be considered zoom and boom. For that to be a concept, you need to be able to strike and withdraw without incurring much or any repercussion, and screwing up is essentially your doom. Currently the Clipper doesn't fulfill this role, for as quick as it moves, its not capable of striking and getting completely out of range without incurring some damage. More-over the Clipper isn't a very well shielded ship, imo, so strafing/jousting exchanges don't really suit it unless you're rocking a battery of shield cells. Or a couple of them. Game is currently equipskill based instead of skill based. DPS + Maneuverability + Shield Cells = Win. The thought of sloughing it up from the beginning all over again is not appealing to me in the least right now, can't say I'd recommend it to anyone. -_-

Also calling the Fer De Lance a zoom and boom fighter is Laughable. Its clearly labeled a heavy fighter, and the ships that are actually meant for speed can outrun the thing by about 50m/s or better. More over it has a turn ratio of 6 as compared to the Clippers 2. So while the Clipper could try to be a zoom and boom fighter and mostly fail, the Fer De Lance with its armament and shielding is better off as a turn fighter against all but 7 ships in the game, two of those of course being the Eagle and the Sidewinder, neither of which could really be considered a proper threat to an FDL when it has a standard shield value of 271. And the Vulture is commonly noted as having particularly strong shields, at 293. This is about 22 points off, I don't see as there's much difference there. And this is of course before the upgrades you could apply to bolster such things.

Also I am advocating more specialization in this man, though with the cargo limpets and fuel limpets thing, I just happen to think that those would be pieces of standard equipment most ships would have a dedicated slot to carry. Refueling ship to ship in space would probably be a pretty common thing IRL, especially for patrol ship and the like. Should open up military type mission avenues. Patrollers/Refuelers/Refuelling Missions to resupply refueler stations ect. I'm also essentially pushing for more varied abilities between ships.

Like Heavy Fighter/Heavy Multipurpose ships should be zoom and boom, meant to carpet bomb and get away and commonly heavily shielded because they're large target. They should also take some bonus damage from explosive weapons because of their size, and see a slight reduction in laser weapon damage because of their heat sinking mass.

Medium Ships/Vulture/Asp Scout/Fed Dropship Should be the fighter jockies. Speed between the zoomers and the turning/interceptors, with more of a bonus to strafing maneuvering to give them a dodging edge against the faster or more maneuverable ships and a medium durability due to their size, which both works to avoid fire in concert with the armor absorbing or deflecting fire. Normal damage from explosive, munitions, and laser fire.

Light Ships/Interceptors/Eagle/Imp Eagle/Sidewinder/Imp Courier/Diamond Scout - Highest base speed, highest maneuverability of the whole set. Boost speed a good bit less than that of the Zoomer ships, but with much superior acceleration so that it'd take a pretty dedicated run to get away from one. You're better of just dealing with it, as a player, unless it gets into being groups. Then things get dangerous. The least amount of lateral thrust/qerf thrust basically, to compensate for their flat out speed and tendency to outflank ships, so they have to turn and strafe intelligently to get the advantage over medium ships, which would have better outright strafe to help them defend against both classes.

Currently I would never consider opening up distance unless it becomes impossible for me to hit the target at all, I'd much rather not be in front of him getting hit. I'd like to see this change a bit. -_- So much better off not getting hit so you don't take damage, so you can stay out longer farming more bounty. Forget combat zones right now though, yeesh.
 
They should seperate out different types of fighters. What we have now, due to the nature of ED and the authors wanting you to see all the pretty ships, is a huge focus on dogfighting and turn fighting. What should be done at this point, since things are getting weird and way to dizzy, is introduce the American's world war II concept for Zoom and Boom fighters. Beef up the engines on things like the Python, FDL, and Anaconda. Make them the zoom and boom type fighters, they take passes at things, but turn slowly and if improperly positioned can be caught up too and outmaneuvered by more agile craft. Maybe make the power core a little easier to take out, or the drives, so those more agile craft have a specific method with which they can fight back against the tactic.
sorry but nope. ship differentiation in combat only works if not all weapons are available to all ships. Limiting/linking weapons to certain ships and not others is a ship that sailed before the game came out.

Yep, I would have preferred each ship be known for something other than speed, shielding, armor and pitch rate. But that's not the game we have.
 
/rant on

OK...

I bought this game (and its expansion) on both PC and Xbox One, and now I regret it because apparently devs at Frontier don't know how to make a game fun. Combat in this game is beyond frustrating. There's no dogfighting at all: it's either jousting, circle straffing (omg so boring / annoying) or backward flying <-- this sucks.

Also, the whole engineers RNG upgrade grind fest is ridiculous. Nobody wants to go through that crap just be on par with NPCs. Maybe if you limited these upgraded NPCs to defined pockets (combat sites etc), but NO.. it's everywhere and it is killing the fun.

Finally, the same messed up bugs persist to annoy us: NPC ships making jumps they couldn't possibly have made, pirates spawning everywhere, omg boring boring annoying so very annoying interdictions that never end unless you engage etc etc.

Seriously Braben, you should have made this a single-player game from the start and let us mod it, because you don't know the first thing about making a game fun.

Go play other (better) space combat games that have ACTUAL dogfighting in them and then think very carefully about everything that is wrong with the combat in this game.

/rant off

EDIT:

/rant on AGAIN

And the devs must be <nope> or something, because they tied the ship handling (pitch, rotation and yaw) to the speed vector in FA OFF mode, making FA OFF annoying to fly.

FINALLY and NOT THE LEAST, IT'S THE FUTURE and ships don't have a speed vector indicator on the HUD... you have to look outside to have a general idea of the direction your ship is accelerating towards. HOW MORONIC IS THAT??

/rant off for good this time....

fabittar, you may think I'm jumping to conclusions here, but, you're not completely satisfied with the game, are you?
 
What? But you could easily define how effective any weapon is for any ship by defining its power consumption requirements and such. You could even give things like say, heavier multicannons equipped on smaller ships, some kickback torsion that makes it so you actually have to compensate against it to maintain consistent aim, even with something like aim assist. You could have particle cannons on an eagle flip in 90 degree's downwards, pitching it sharply away from the target it fired it. And indeed you can even define it with hardpoints. It shouldn't be too terribly difficult to rearrange for more convenient hardpoint arrangements for certain ships to better fulfill certain rolls. Like instead of pushing the Cobra MKIV's speed back up, you could perhaps replace the extra small hardpoint with a medium one, and potentially give it enough damage potential in jousting passes that its lack of speed makes up for itself by bringing legitimate extra firepower to bare.

I feel like Medium/Large/Huge turrets would also be a balancing factor for some of the larger ships, like the FDL, Conda, and Cutter. FDL aside, they shouldn't be at all maneuverable and should rely on such weapons covering a large firing ark. (Aka, 'Covering their Fat Asses').

You could also, for example, make laser weapons more restrictive to smaller vessels by spiking the amount of heat they generate, so they might actually have to drop heatsinks to be effective laser weapon combatants. You could balance that out by having 25% of solid ammunition fired at a target, from say a multicannon, pass through the shield instead of interacting with it directly. So they can still harass and do some module damage without having to take down an entire strong large ships shield network. Making them better harassers and interceptors, and balancing against their 'loss' of 'free use' of laser weapons. And indeed making Ammunition Based weapons a bit stronger in general, considering their ammunition restriction can already put you at a disadvantage when running with standard conventional weapons.

Also in reference to the Vulture and the Eagle carrying cargo limpets, you're right. They shouldn't. But short range military craft like that, being unable to refuel in flight? No self respecting military would allow, sir. None. Fuel Limpets at least. Cargo Limpets and fuel limpets for stuff that's more multipurpose. The Cobra should *ahem* Come with Hatcbreaker modules instead of Cargo Limpet modules in stations with a black market as well as a shipyard. :)

Could also make certain ships particularly good as dissipating heat, not only creating a 'laser class' or laser boat preference vessel, but potentially a fuel gatherer/fuel hauler type craft, that can mine fuel from stars and sell it at a standard rate to stations. Maybe create a custom type of cargo hold specifically for salable fuel, which is automatically loaded by fuel collectors when the standard tanks are full. Though as a side note, this type of craft would also be awesome to gather fuel from gas giants, should we ever be able to penetrate any portion of their atmosphere. :_:
 
Well if we want to talk about differentiating ships, something that will really help with that is a more granular module system. More possible varieties of module means more room for differences both big and small. For example, if power plants are available in increments of 5 tons or so instead of 8 classes that double in weight per class, we'd have room to both have a very small difference between a 20 ton power plant and a 25 ton power plant, but a huge difference between a 10 ton power plant and a 120 ton power plant.

Similarly, if we had something like eight hardpoint sizes instead of four, we'd have more room for differences at both the small and large ends. Alternatively, we could really shake things up by using a critical slot system similar to Battletech/Mechwarrior: instead of a size, each hardpoint would contain a number of critical slots. Whatever the smallest weapon in the game is would occupy one critical slot, and form the baseline. A single hardpoint would be able to hold however many weapons of various sizes that it has critical slots for, weapons that share a hardpoint would be co-axial and linked together (which does mean they need to be the same mounting type, though that can be handled by having turrets/gimbals/fixed mounts be an upgrade for the hardpoint instead of a weapon trait).

Under a system like that, you could also introduce the ability for point defenses to be a one-slot hardpoint option instead of a utility, or you could convert all utility slots to one-slot hardpoints outright.

Yes, this means that what is currently a class 4 hardpoint could theoretically hold an array of railguns to make a macguyver'd class 4 railgun. It would also create interesting options for missile boats.

Such drastic changes would likely require all ships to have their internals and hardpoints completely re-worked from the ground up of course, which means they're very unlikely to happen.
 
OP, if the lack of a velocity vector indicator is enough to grind your gears like that, then you really don't want to dig too deeply into what's sensible or otherwise in ED. It's a fantastic game, but if you put it under a microscope you'll discover that its atoms are made of madrons and its madrons are made of quirks.
 
I just say lol .. op make good point rest of fanboys says noooo... actually u want see good modern combat in space sim? check damned STAR CITIZEN .. daaa check how fun is to fight in an merlin vs freakish hornet. u can outmanouver him like hell he got hard time to hit u ( no        g auto aim gimbals or turrets - most <redacted> thing ever in any game = aimbot) but if he hits u ur basically death.. but i have alot of wins vs hornets and super hornets in merlins becasue IM SIMPLY 3 times agile like him. and there is ALSO newtonian physic <redacted>
so all fanboys if u want see good dogfight in space sim go play arena commander in sc XD

also best small vs big ships so far have x3 TCM mod .. there is nothing more beautyfull like m7m salvos of multi swarm auto locking rockett that take down half of the system XD

but nah we got imba big ships that turn faster than small ships becasue of "reality" but there is no "reality" abotue other things LIKE        G AUTO PILOT or like        G STASH HOMEOR WHATEVER whre u can stash your stuff( elite - homeless and dangerous 2333 ad???) ba u cannot even move items between ships, telepathic pirates that fly from no where just to interdict u b4casue they heard that u carry cargo ... WHEN U Just 2 minutes ago mine it from asteroid where there was no one ... asteroids have an ears?? this everything is for sake of grinding ... if u can auto pilot from station to station u actually play way faster than FD want u to becasue they need time to sell u useless skins or another useless so called expansions ( witch looks more like removed content they want to sell later)

but noo u never ever says i got right .. u know why ???? social enginered education.. u were teached to obey u were teached to be polite and enver ask hard questions.. but ppl who sell u this crap GOT BEING POLITE IN     .. u speak here aboute gameplay when this mechanics i describe are here exacly for making u play longer and pay more NOT TO HAVE MORE FUN ...

look like sc crew taking advices from community .. just looks how cgi is handling community .. and requests form community .. look how blizzard handled diablo 3 epic fail of rmah ( each season bring TONS AND TONS OF CONTENT ALL FOR        G FREE ).. but ED same like NMS is jump on moneys not game for players.
 
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I just say lol .. op make good point rest of fanboys says noooo... actually u want see good modern combat in space sim? check damned STAR CITIZEN .. daaa check how fun is to fight in an merlin vs freakish hornet. u can outmanouver him like hell he got hard time to hit u ( no        g auto aim gimbals or turrets - most <redacted> thing ever in any game = aimbot) but if he hits u ur basically death.. but i have alot of wins vs hornets and super hornets in merlins becasue IM SIMPLY 3 times agile like him. and there is ALSO newtonian physic <redacted>

so all fanboys if u want see good dogfight in space sim go play arena commander in sc XD

also best small vs big ships so far have x3 TCM mod .. there is nothing more beautyfull like m7m salvos of multi swarm auto locking rockett that take down half of the system XD

but nah we got imba big ships that turn faster than small ships becasue of "reality" but there is no "reality" abotue other things LIKE        G AUTO PILOT or like        G STASH HOMEOR WHATEVER whre u can stash your stuff( elite - homeless and dangerous 2333 ad???) ba u cannot even move items between ships, telepathic pirates that fly from no where just to interdict u b4casue they heard that u carry cargo ... WHEN U Just 2 minutes ago mine it from asteroid where there was no one ... asteroids have an ears?? this everything is for sake of grinding ... if u can auto pilot from station to station u actually play way faster than FD want u to becasue they need time to sell u useless skins or another useless so called expansions ( witch looks more like removed content they want to sell later)

but noo u never ever says i got right .. u know why ???? social enginered education.. u were teached to obey u were teached to be polite and enver ask hard questions.. but ppl who sell u this crap GOT BEING POLITE IN     .. u speak here aboute gameplay when this mechanics i describe are here exacly for making u play longer and pay more NOT TO HAVE MORE FUN ...

look like sc crew taking advices from community .. just looks how cgi is handling community .. and requests form community .. look how blizzard handled diablo 3 epic fail of rmah ( each season bring TONS AND TONS OF CONTENT ALL FOR        G FREE ).. but ED same like NMS is jump on moneys not game for players.
Does someone want to run that past the folks in the Canonn thread? I think there might be a message hidden in there but I can't figure it out.
 
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Honestly, i have absolutely no idea how the weapons grading system works in this game.

I know that in previous Elites, hyperdrives had number designations, and higher numbers were bigger and better (class 3, class 4 etc.), but what on earth the letter designations mean is beyond me, and there doesn't seems to be any in-game explanation. Some posts seem to suggest 'A' is better, others 'D', i just don't see any consistent logic..

In the load-out screen i just click on something to try and determine if it's better or worse than the junk i already have. The galaxy map stopped showing tech levels back in FFE so i've no idea which systems sell better or worse kit either.

Don't even know offhand what weapons i have fitted. Gimballed pulse lasers, maybe. Rubbish, whatever they are.

But without freedom of movement - when 'combat' is just a loop-de-loop pitching contest, with a big clunky joystick taking up your whole desk but which doesn't accept any actual inputs because of 'balance' - and a networking model that prioritises redundant information resulting in a space speed limit.. why even bother? Gimballs, turrets, but yaw's not allowed "because balance"...

ED is like a guided tour of the DPRK. You're not allowed to stray off the carefully laid-out path controlling how and where you're allowed to move, you're a scripted dummy, more automaton than human player, like a driving game that doesn't allow you to turn off steering or braking help, - instead, it's your job to just nudge the controls enough for the ships to follow their carefully-choreographed sequence of allowed movements and suffocatingly, nightmarishly slow speeds..

If ED would just add freedom of movement and a 4 MW fixed beam laser, i could map the thrust keys to regular FPS keys, use the mouse to aim, and actually have a game to play. FE2 and FFE have 'combat', you can fight how you want on your terms with full 6DoF and no nerfs besides inertia / thrust. ED has a broken ballet about combat that goes out of its way to preclude and stifle any actual action. Because "balance".

4 MW Beam lasers are all i need to know about Elite weapons. It's big, it got MW's (four of them, apparently), it's sweet and vicious and no loud screeching sound was ever more sonorous. Also gimme an ability to actually aim and fire it, and i'm happy as a damaged kid with a magnifying glass and an anthill. I actually find breaking stuff with lasers highly engrossing. I could just while away whole days vapourising, cauterising and fusing animal, mineral and vegetable.. You always know where you are and what you're supposed to be doing when you have a 4 MW beam laser. No languid p.ssyfooting here mate.

'Combat' in ED just leaves me feeling bored and listless, like a burnt out old ballet dancer under a neurotic stage director - i ain't feeling the moves or seeing the vision. Where'd'ya want me, over here? And what, i'm allowed to move this way but not that way? In FE2 and FFE i'm a force of nature, a vision of grace, power and energy, poetry in motion. In ED i'm just a fat middle-aged bloke in a leotard and laddered tights with a greasy joystick. How is that escapism?
 
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