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theoldman

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Lately it seems like CQ planets are always won by a steal and not a fight. This does not give much opportunity for new pilots or lower level players to experience taking part in them. Perhaps this could be remedied by changing the war score that is achieved. EG: a steal only gets 500 war score but to win the planet in an actual fight against others achieves a war score of 1500. It may also encourage smaller clans to make or join alliances to take part in a CQ as well as promoting more interactivity between players.
 

lsurvivor

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In Askone you can see only 2 alliances fighting each other... guess why... because pvp isnt rewarding and its somewhat broken... golds that we were collecting all that time in all systems are useless because of ancient's that are easier/faster to get in group.. and if you take into consideration clan jumping people they will have superior power in cqs/pirate mode and even in pve... Majority of the clans that are still active are pve focused... rudeness and insults after each cq arent good for anyone... Pirate mode doesn't give you anything else than 5% of xp which is nothing becouse everyone who is still playing after that bad update is 85lvl... and what you get when you are destroyed? You lose cryo if you dont pay for gold... Membership players have advantage in sirius because of small energy cap and we have to refill every 5 mins to kill something... same goes with cq's and you dont have E to defend yourself ... and usage of gravitons? who allowed that in cq? Red grawiton = instant pod with strong tech... btw who cares about getting a clan warscore? its just a number... if we steal planets we get gravitons so we can use them as we want... also small clans? new players? a joke?
 

theoldman

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Its just that sort of outlook that reduces the participation and interest in this game. If all this game was about is racing through it to get to top level and tech then the players who believe that wont last long in it. Why do you think they actually have CQs / events / clans / alliances etc. etc. It certainly isn't for the benefit of the developers ad GMs. It is supposedly to add to the players interest and enjoyment. But if everyone takes the same attitude as you then it will ruin the game and they should stop whining on about PG being on the downward spiral. It is these players that are contributing to it.
 

Crash

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theoldman said:
This does not give much opportunity for new pilots or lower level players to experience taking part in them.
Three words why it won't even work: Ancient Strong variants. Just an example, quick CQ pvp, Tank vs Storm. Tank won't have enough time to use second aggrobomb, so strong aggro is straight upgrade. Also, strong rockets will force enemy to use repairbot faster than you when fighting storm vs storm for example.
Stuns other than strong are useless because with strong you have only little less active time but much stronger stun.
Aim scramblers other than strongs are bad.
Strong attack charges and speed actuators are better because they allows to pod enemies faster.
Long protector on CQ is a straight upgrade because everyone focus on medic first anyway so you won't have much time.

As long as non-standard ancient items exist, you shouldn't expect new players that much on CQ.

theoldman said:
If all this game was about is racing through it to get to top level and tech then the players who believe that wont last long in it.
As I explained above, if you want to be competitive on CQs, you need to race to top tech first and ancient is a Sirius tech. Top blue is garbage and free frag on CQ. Fully golded new player is just "acceptable", it can compete on CQ but loses in situations where strong items have an advantage. Never mind new players fighting versus hybrid parsecs on CQs. Player with many ancient blueprints will be able to configure their ships ideally for CQ and will have an advantage over players with regular techs. You don't need fully ancient ships, but for example things like strong aim scrambler or strong bomb on tank are almost mandatory on CQs. There are some strong/long variants which completely outclass standard variants in CQ situations.
 
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