The thing that keeps people from playing this game.
Yes, I said it.
This game is limited by Energy. Energy stops people from playing this game. Collecting it is no fun. It limits you always and you use it way to fast.
In my sniper ship on hive, I am able to use it up in less then 5 minutes.
I tried a great tactic against turrets that keeps you from gaining damage, it is:
Shoot from a distance that is just longer then the rocket range but shorter then the max length of the sniper blaster.
Guess how fast your energy runs out and you are done playing? Well, after around 80 shots I am empty. It takes around 10-15 shots to finish a turret of, thats less then 8 turrets until you run out. 8 Turrets is nothing.
You may get 1 blueprint from it, but maybe you were grinding rares?
As I say, nothing. Sure you can go closer and risk to die in about 6-9 rockets from them, but not me.
Now if the Sniper Blaster was based on effectiveness of it's damage then it could be much less energy wasting.
The Sniper Blaster I used was the Preonic Beam Sniper Blaster, I am aware that a Plasma Beam would have been better as that one has atleast the critical hit ability on these mantis rocket turrets I was shooting, but still.
My Sniper Blaster uses 68 Energy. Double that of the distortion rail, but it does less damage then double the damage and the critical hit ability doesn't work on higher rank enemies.
Now thats only the Sniper Blaster, an essencial weapon for sniper ships, and it uses so many energy.
The Sniper Blaster is often used when it's ready, you use your blaster in between, this is for the most effectiveness as the blaster has no reload time himself only the normal reload time between weapons, if the sniper blaster is used it fits in great.
Myself I often use 3x blaster then sniper blaster. That is 3x 35 Energy And then 68 Energy. Well, I can tell you that costs a lot of energy. That plus sometimes an Orbital Strike is a lot of energy. Currently the orbital strike only uses 150 Energy. But don't worry, SS is gonna fix that on june the first. Attack droid isn't very cheap either.
Now, we also have the speed actuator of the shock, another thing that uses a lot of energy, the blaster is used a lot of times more then normal, but the energy isn't reduced. Now a shock will probebly also wanna use his Aggrobeacon to protect him, another big use of energy,
Also, another very nice ship that exists is the Defender. All it's weapons use over 200 energy. Well, for the minelayer that is a very important weapon to do damage thats a lot, I understand it for the turrets. 200 energy for a turret seems fair. But for Minelayer and Sticky Bomb not!
Then I go to the Engineer, everyone complains about it's insanely high energy usage. If an engineer would want to get his full squad up and running it would cost the engineer 1000 energy. The protector is a very cheap item, the best one costs 100 energy to use, but I find that the engineer deserves it, the protector has nearly no health and has to be used often, the best repair target too (140). But just as we are about to get happy about the engineer, the best repair field comes and uses a lot of energy again (200+), and it's (currently) the most useless item of him. I heard that it is going to heal nearly 100% of a friendly target in the future, but now it's just useless.
Now the tank is very lucky, it's best shield only uses 140 energy. The shield has much more health then the protector, double atleast, but only costs 140. I am not saying that it should go up, No No No No NO! I am not saying that, SS you are not gonna take this idea. You are going to take it as a standard and maybe let it even go down! Taunt should go down, the best uses 70, it should maybe costs 1 energy and go up by 1 every weapon. Then it wouldn't be very expensive. Aim Scrambler is cheap, also 140. Aggrobomb is ok, it's fair oppose to the rest of the ships.
The storm is also very lucky, the rocket uses only 3x as much as the blaster. That oppose to the sniper blaster that uses 2x as much as the blaster. The Rocket does around 4x as much as the blaster. Well, why not make the sniper blaster as fair as the rocket. Or even more fair? The rocket usage should also go down.
The Best Aim Computer is so cheap, 70 energy. So cheap and so useful. It's the best buff ingame, but costs the least.
If lined up with other buffs lets see: (from best to worst)
Best Aim Computer: 70 Energy.
Best Speed Actuator: 140 Energy (double of Aim PC)
Best Attack Charge: 140 Energy (double of Aim PC)
Now, perforator is pretty expensive, but you won't use it so much so, yeah, you don't really need it lower right?
Thermo Blast is fair, it does high damage and is maybe as good as a aggrobomb.
Now thats all ships lined up. You see what SS is telling us?
You don't? Well i see, If you don't have any gold, you should actually just buy a Storm or a Tank.
Ha, I have you there SS!
Now, have you actually ever heard what many players in vega say? They quit the game because they are often 1/3 of their time reloading, and that in Vega. Now in vega your collector is very bad, the energy is questionable and you actually dont have that much weapons you can actually waste energy on, yet you use so much.
Now I think our energy cap has to increase, the collectors in vega and antares should get a boost etc.
In Draconis you can collect energy pretty fast with the AM Wormhole Collector, NO SS, STOP NERVING STUFF THAT IS GOOD, NERF STUFF THAT IS BAD!
If the worst collector of vega was able to collect as much as the AM Wormhole Collector on scale then maybe people would take less time on reloading.
Now we fixed Vega, adressed that the Ships are unbalanced, lets get to the other bad thing: DRACONIS!
Draconis needs a major fix in energy.
1 Person with a AM Wormhole Collector can keep the first energy field from hive empty. Well, I tought this was a MMO. Not a Single Player Game... Same is for most of the energy fields in draconis, their respawn is way to low, and probebly in other systems counts the same. But it's mainly a problem in draconis as most players are there.
Then we continue to the fact that there are not enough energy fields. In Draconis if 1 energy field is overfulled, what happens often, you have to move to the next energy field, but the distance between them is large and dangerous.
On Earth energy wasn't a problem, you flew to the next area if there were around 5 people on the first. You only needed to time your afterburner right and you were done.
In Draconis, you need to time your afterburner right, look very well out with the repair field, avoid death squads, signor orbital strikes, custodian commanders, etc.
Now if SS would add more energy fields, don't have to be large, but they are needed, there are so many obstacles where you have to look out for, I feel like I am back at the moon, there is the same danger, but the only differance is that on the moon it's still bareble, on mantis hive and gazica, you have to look so well out.
First you have to check for shock turrets then minefields etc. On the moon it is often 2 custodian commanders in narrow passages. Well 10-15 mines is a little bit more challenging don't you think?
By adding a few energy fields, small ones, where people can reload fast (if doing storymissions) then draconis might become more fun.
Yes, I said it.
This game is limited by Energy. Energy stops people from playing this game. Collecting it is no fun. It limits you always and you use it way to fast.
In my sniper ship on hive, I am able to use it up in less then 5 minutes.
I tried a great tactic against turrets that keeps you from gaining damage, it is:
Shoot from a distance that is just longer then the rocket range but shorter then the max length of the sniper blaster.
Guess how fast your energy runs out and you are done playing? Well, after around 80 shots I am empty. It takes around 10-15 shots to finish a turret of, thats less then 8 turrets until you run out. 8 Turrets is nothing.
You may get 1 blueprint from it, but maybe you were grinding rares?
As I say, nothing. Sure you can go closer and risk to die in about 6-9 rockets from them, but not me.
Now if the Sniper Blaster was based on effectiveness of it's damage then it could be much less energy wasting.
The Sniper Blaster I used was the Preonic Beam Sniper Blaster, I am aware that a Plasma Beam would have been better as that one has atleast the critical hit ability on these mantis rocket turrets I was shooting, but still.
My Sniper Blaster uses 68 Energy. Double that of the distortion rail, but it does less damage then double the damage and the critical hit ability doesn't work on higher rank enemies.
Now thats only the Sniper Blaster, an essencial weapon for sniper ships, and it uses so many energy.
The Sniper Blaster is often used when it's ready, you use your blaster in between, this is for the most effectiveness as the blaster has no reload time himself only the normal reload time between weapons, if the sniper blaster is used it fits in great.
Myself I often use 3x blaster then sniper blaster. That is 3x 35 Energy And then 68 Energy. Well, I can tell you that costs a lot of energy. That plus sometimes an Orbital Strike is a lot of energy. Currently the orbital strike only uses 150 Energy. But don't worry, SS is gonna fix that on june the first. Attack droid isn't very cheap either.
Now, we also have the speed actuator of the shock, another thing that uses a lot of energy, the blaster is used a lot of times more then normal, but the energy isn't reduced. Now a shock will probebly also wanna use his Aggrobeacon to protect him, another big use of energy,
Also, another very nice ship that exists is the Defender. All it's weapons use over 200 energy. Well, for the minelayer that is a very important weapon to do damage thats a lot, I understand it for the turrets. 200 energy for a turret seems fair. But for Minelayer and Sticky Bomb not!
Then I go to the Engineer, everyone complains about it's insanely high energy usage. If an engineer would want to get his full squad up and running it would cost the engineer 1000 energy. The protector is a very cheap item, the best one costs 100 energy to use, but I find that the engineer deserves it, the protector has nearly no health and has to be used often, the best repair target too (140). But just as we are about to get happy about the engineer, the best repair field comes and uses a lot of energy again (200+), and it's (currently) the most useless item of him. I heard that it is going to heal nearly 100% of a friendly target in the future, but now it's just useless.
Now the tank is very lucky, it's best shield only uses 140 energy. The shield has much more health then the protector, double atleast, but only costs 140. I am not saying that it should go up, No No No No NO! I am not saying that, SS you are not gonna take this idea. You are going to take it as a standard and maybe let it even go down! Taunt should go down, the best uses 70, it should maybe costs 1 energy and go up by 1 every weapon. Then it wouldn't be very expensive. Aim Scrambler is cheap, also 140. Aggrobomb is ok, it's fair oppose to the rest of the ships.
The storm is also very lucky, the rocket uses only 3x as much as the blaster. That oppose to the sniper blaster that uses 2x as much as the blaster. The Rocket does around 4x as much as the blaster. Well, why not make the sniper blaster as fair as the rocket. Or even more fair? The rocket usage should also go down.
The Best Aim Computer is so cheap, 70 energy. So cheap and so useful. It's the best buff ingame, but costs the least.
If lined up with other buffs lets see: (from best to worst)
Best Aim Computer: 70 Energy.
Best Speed Actuator: 140 Energy (double of Aim PC)
Best Attack Charge: 140 Energy (double of Aim PC)
Now, perforator is pretty expensive, but you won't use it so much so, yeah, you don't really need it lower right?
Thermo Blast is fair, it does high damage and is maybe as good as a aggrobomb.
Now thats all ships lined up. You see what SS is telling us?
You don't? Well i see, If you don't have any gold, you should actually just buy a Storm or a Tank.
Ha, I have you there SS!
Now, have you actually ever heard what many players in vega say? They quit the game because they are often 1/3 of their time reloading, and that in Vega. Now in vega your collector is very bad, the energy is questionable and you actually dont have that much weapons you can actually waste energy on, yet you use so much.
Now I think our energy cap has to increase, the collectors in vega and antares should get a boost etc.
In Draconis you can collect energy pretty fast with the AM Wormhole Collector, NO SS, STOP NERVING STUFF THAT IS GOOD, NERF STUFF THAT IS BAD!
If the worst collector of vega was able to collect as much as the AM Wormhole Collector on scale then maybe people would take less time on reloading.
Now we fixed Vega, adressed that the Ships are unbalanced, lets get to the other bad thing: DRACONIS!
Draconis needs a major fix in energy.
1 Person with a AM Wormhole Collector can keep the first energy field from hive empty. Well, I tought this was a MMO. Not a Single Player Game... Same is for most of the energy fields in draconis, their respawn is way to low, and probebly in other systems counts the same. But it's mainly a problem in draconis as most players are there.
Then we continue to the fact that there are not enough energy fields. In Draconis if 1 energy field is overfulled, what happens often, you have to move to the next energy field, but the distance between them is large and dangerous.
On Earth energy wasn't a problem, you flew to the next area if there were around 5 people on the first. You only needed to time your afterburner right and you were done.
In Draconis, you need to time your afterburner right, look very well out with the repair field, avoid death squads, signor orbital strikes, custodian commanders, etc.
Now if SS would add more energy fields, don't have to be large, but they are needed, there are so many obstacles where you have to look out for, I feel like I am back at the moon, there is the same danger, but the only differance is that on the moon it's still bareble, on mantis hive and gazica, you have to look so well out.
First you have to check for shock turrets then minefields etc. On the moon it is often 2 custodian commanders in narrow passages. Well 10-15 mines is a little bit more challenging don't you think?
By adding a few energy fields, small ones, where people can reload fast (if doing storymissions) then draconis might become more fun.