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Will that be enough for the infiltrator though?
Oh; does the status effects list for SPs include plasma? I recall doing severe plasma damage to things that die soon after and getting not so much as an assist.
And Paragon's bomber detonation could use a cut. Practically asnything can get out of the damage radius of them. (I see that was added after a while as a change)
Nice to see the Enforcer get a buff.
The Persi imo could use a look. Either could use a blink consumption reduction or have the guns not spread so damn much when moving.
Also ranger missiles. Are they supposed to be 8 or 10? Cause the info and the description contradic each other. Also the arc they make after launching significantly reduces the effective range. Even with 3 missile range implants, it just seems like they either don't effect or something else is wrong.
Ummm, yeah. My 2 cents.
stream
Can someone legimetly say why anyone should take interceptor over reapr?
Then again, who whuld take Reaper either, ships that got only 30 degree forward fire arc in a game where you cannot point your bow at enemy... you get countered by anyone who can press space bar.
Brawler, hunter, sentinel and any ship that can bear its full DPS at any angle will be just better.
And the fact that neither reaper or interceptor do nearly enought damage to justify foward only fire arc....
Both reaper and interceptor have a great deal of rotation and vertical speed, which means no, spacebar does not counter them. Also, both ships are meant to engage at a respectable distance, whereas two of your citations are close-range ships. A good reaper/interceptor pilot won't let those ships close the distance unless ambushed.
The brawler should not get close enough to a reaper to begin with, as a well-placed scythe will ruin multiple armor faces, which negates the brawler's raison d'etre. Also, with the change to harpoon being a rocket, it's easier to block it with shroud. The hunter will either use up blinks (and energy) to close the distance with a reaper quickly, or suffer so much damage that the blinks won't matter.
The inty relies a bit more on allies dropping armor to get the most out of its dps, since a gauss round on broken armor is a beautiful thing to see. But, those concussion missiles are fantastic and your main cannon is both accurate and deadly at range.
Also, the hunter can't get full dps at any angle; it's pretty much reliant on being on the same plane as its target.
The sentinel is a good ship, and hard to hit when piloted right, but it's not a hard counter to either the reaper or the interceptor.
Btw the Reaper and Interceptor are both fairly balanced ships, far from being underpowered. The only thing I don't like about either one of them, which is not a bad thing on their part is the high amount of reverse thrust speed they have at least it's what it feels like when trying to approach them and cut their arcs, BUT some may point out "they're supposed to have a higher reverse speed maintain distance so they can properly use their firing arcs.", but I posted this exact thing a few months back so it's meh.
Hopefully the Brawler got a higher pull speed and the Displacer Harpoon was turned into a skill shot.
Blaa blaa blabbity blaa.
Ive mained interceptor and reaper back when this game was in alpha/early beta.
And i tell you that "good" reaper/interceptor pilot will just take other ships.
There is no niche for these ships in their current meta at frontlines or conquest (atleast snipers shine in forntline), as the DPS dont justify the skill celling and the skills needed to counter even the best inty pilot is aquired in 20 minutes.
The long range you talk about dont exist for either repaer or interceptor because waaaay to slow projectile speeds.
PS: hunter has something that neither reaper not inty has, a blink. It can reposition itself and laugh all the way to the gamma.