I didn't say other playstyles are as powerful. I said they are more powerful while being more slow and less engaging.
(first of all, i'm not sure if that was a misunderstanding or just your way of writing, but just in case: since you keep saying "
you only nerfed the speed", "
you are watering down the playstyle", etc i feel i need to point out that i'm not in any way involved in the development of this game, aside from posting suggestions on this forum. i'm just another random player, same as you.
right. i still disagree with the "more powerful" part. they kill quicker, yes. but they have to put themselves in a bit of danger as a return. if you go against a large fleet with a single slow Onslaught (and don't exploit the edge of the map, which is an issue) you're gonna get surrounded and killed. a Conquest that can kite at 90-190 speed with ~2k range can just stay out of danger, even against a large number of enemies.
I took on 4 flagships with that conquest in the video and soon after my combat readiness would start to drop and I would not get very far with it against the rest of the fleet.
yeah, because that Conquest of yours only has 300 seconds of peak performance, for some reason. i assume you put the Maximized Ordnance hullmod on? that hullmod is part of the Ship & Weapon Pack mod, it doesn't exist in vanilla. vanilla PPT of Conquest is 600 seconds, or 900 with Hardened Subsystems. the fight in your video lasted 266 seconds. you can also retreat at any point and re-engage, losing only 15% CR each time, if you didn't take any hull damage. so at 100% CR, you can do that 5 times before you start getting into malfunction range. 5 * 900 = 4500 seconds, or
75 minutes of non-stop fighting. and it's not like that Maximized Ordnance is required for a build similar to (even if not the exact same as) the one in your video. so no, CR is not an inherent issue with capital ship speed&range glasscannon builds.
Oh yes, would you look at that, the conquest built for speed and range that has a high leveled player to boot, is out maneuvering the slowest ships in the game that don't have any back up(Any fight outside of the simulator has capital ships backed up by many smaller ships), don't have any officers or mods. Hmmm.
I like how you just look at a situation and say "clearly this is op, look at the ease at which this was done" you don't even stop to consider the context of the situation, not why it was easy, how often this situation would pop up in the actual game, lastly and more importantly how under same circumstances other tactics would perform.
with 90-190 (140 for most of the fight) speed, you're gonna outmaneuver anything larger than a frigate, not just "the slowest ships in the game". the fastest vanilla ship that isn't a frigate is Medusa, with a base max speed of 100 + Phase Skimmer ship system. the Burn Drive system provides a lot of speed to some otherwise slow ships, but not in a way that is well suited to geting close to a fast-kiting enemy, and it disables shields while active, making the ship very vulnerable for the duration.
if they happen to have officers with maxed out Helmsmanship, some destroyers might be able to keep up, but that's it. and keep in mind, with the upcoming nerfs to your hullmods and skills, the enemy's hullmods and officer skills will be nerfed in the same way. so i don't see how the fact that you have the speed skill and hullmods in that video while the enemy doesn't is an argument that said speed skill and hullmods do not need a nerf? if anything, i'd actually say it demonstrates quite well why they
do need a nerf, because the difference between having and not having them has too much of an impact.
I bet you would look at these webms and consider this as proof that missiles are OP as well http://webmshare.com/DmP3V http://webmshare.com/WJynD, because clearly a destroyer grade ship should never be able to take down a capital ship.... that's a problem. Let's not ask how or why it was able to do it, or if this could be done consistently or maybe how often this would happen in a real game and not a simulator.
this is kinda besides the point, but: yes, actually. i do think that these webms point to there being a balance issue with those missiles. not because these exact scenarios happen in a campaign game, i'm well aware that they don't. but because what is shown is so over-the-top powerful, that it shows there's a potential problem with how these missiles combine with the missile skill. which, as it happens,
is getting nerfed as well in 0.8. that Reaper spam won't be doable anymore, that Harpoon spam will also be less crazy, and i know that many mod authors (who've spent hundreds and even thousands of hours on playing, modding and balancing this game) are of the opinion that Harpoons really are in a problematic spot balance-wise, especially when combined with the current missile skill.
There is plenty of ways to punish a high speed, high range ships that doesn't effect the main gameplay. Ships could do less damage, have a shorter deployment time, take more damage, take far more engine damage with longer flameouts or other effects.
kinda repeating myself here, but i just disagree. if the combination of high speed and high range is the problem, changing everything except the speed and range will not fix said problem. reducing the damage you deal would only make this playstyle more boring, not more challenging. shorter PPT would have to be a
massive change (something like reducing it by 90% or more!) to have any meaningful impact. being far more vulnerable to damage, again, is pointless when the main issue is that you can avoid almost all damage in the first place.
i feel we're going in circles a bit here, so i'd rather not continue this argument much further. i think i've explained my viewpoint, you've explained yours, and if all that i just wrote doesn't convince you that this nerf is kinda needed, then i think we'll just have to disagree and leave it at that.
and, look.. i get that you're frustrated. i get that having your favorite playstyle nerfed isn't fun. honestly, that is 100% understandable. but, personally, i genuinely believe that these changes will be positive for the game as a whole.