I've been waiting on this game for a long ass time...there's an older thread for it too somewhere back there... I'll probalby be picking up the mercenary pack alongside xenoverse 2 this weekend which would give me 4 beta invites to split up.
I swear I played this in alpha, I'm registered on the forums but I don't have beta access, must have been so long ago or something. Well I reapplied.
I used the search function at the top right of the page.... Searched "Dreadnought" and selected "Forum Titles only"
It throws premades against premades, so dropping as a group at lvl 1 against lvl 30-45 players might be frustrating... still it's closed beta so it'll get better at some point and dropping single player is pretty fun.
Fucking trashed some scrubs in the Huscarl destroyer last night. That thing is FUN if you pair boosting energy to weapons with the modules that boost damage to weapons even more. Just lay into a single enemy with the main guns until he's dead then then fire a missile salvo at whatever else is around. I tried pairing the salvo on the initial target, but they always end up dying before the missiles can reach them. Went 12 kills with 0 deaths on two of those rounds.
Yeah, I had the same problem with using missiles on the Gora and Zmey. The Gora could do some awfully nice damage with its torpedoes when I could land a salvo in close, though. Not the most mobile of destroyers, though, and I felt like it was a little bit of a hybrid, along with the Invictus, between the two classes. For getting in with nasty tricks like the scramble pulses, rams, and nuke torpedoes, and running down damaged enemies, the Athos looks like a better "pure" fit to the destroyer class. I really like how they have the tiers set up. Low tier ships aren't really worse, they're just generally easier to use in a sort of disorganized pug environment and fairly forgiving - the best armored destroyer, the most mobile dreadnought and corvette, the artillery cruiser with the widest firing arcs, the support cruiser with the easiest to manage heal/damage primary... by contrast the top-tier stuff is the most oriented towards specialization in organized groups. The tankiest but least mobile dreadnought, the hardest hitting but least mobile artillery cruiser, the support cruiser with the best healing potential but most reliance on modules for any offense (or just going full support), the hardest hitting but least mobile corvette and the fastest but lightest armored destroyer look like they could be devastating flankers, too, but would need to use the right timing to rush in, which would need good coordination. It's a really nice way to balance out progression, with the T3 stuff offering some really nice specialist bonuses but overall being hardest to use and mostly only stronger when used correctly in a team environment, and the low-tier stuff being fairly easy to use effectively in any environment without needing a lot of team support and organization.
Missiles are usually meh until you get a pair of ships working in Tandem.... one salvo's his missiles at a ship and the other then salvo's about 15 seconds later. Basically the damage gets through while a ships AMS is on cooldown.
Well that killed all my anticipation, I do not want to play another Warthunder/WOWS/WOT grind mechanics.
Fucking hell... developers are so goddamn generic these days. They apparently have already reneged on founder packages too. I don't know details, but apparently they screwed Tzeentch out of promised Hero ships. Ask him. Fuck that and Fuck this.