/r/valkyrie
The Subreddit for EVE: Valkyrie, a multiplayer dogfighting shooter game set in the Eve universe that uses a virtual reality headset to give the player the sense of being in a real dogfight.
▬▬ Part of the /r/VR Gaming Network ▬▬
In EVE: Valkyrie, you are in command of a heavily armed fighter in the most realistic dogfighting game available on any platform. Immersive VR technology puts you right in the cockpit for visceral team-based action.
EVE: Valkyrie is a multiplayer dogfighting shooter game set in the Eve universe that uses a virtual reality headset to give the player the sense of being in a real dogfight.
Links
EVE: Valkyrie Official Website
Unofficial CZ Getting Started Guide
Until EVE: Valkyrie is released, the rules on /r/Valkyrie will remain fairly simple.
Part of the /r/Virtuality Network
VR Game Subreddits, available and under construction:
AirMechVRAnshar WarsBandit SixBattlezoneChronosDamaged Core- Edge of Nowhere
- EVE: Valkyrie
FatedGodlingHitman: Go- Hover Junkers
Irrational Exuberance- Lucky's Tale
- Obduction
Omega Agent- Robinson: The Journey
Skyworld- The Gallery
The QuadTilt BrushVanguard VVR Sports ChallengeWayward Sky- World War Toons
/r/valkyrie
Yesterday I started taking a look at EVE Valkyrie, I managed to get the login request - as it turns out the game uses a REST API and connects to login.eveonline.com. I could've rewritten the API step by step and reversed it, but this would take a significant amount of time, instead I started trying to force the game to load into a map. After an hour I started trying to pass arguments to force the game into offline.
I did it.
If you pass the -server argument to the game EXE, EVE Valkyrie allows you to play through all offline modes. Wormholes and matchmaking do NOT work.
I only have the game on Steam. Here's how to make it work.
Right click on EVE Valkyrie - Warzone, then go to Properties, and insert -server into the box below text that reads "Advanced users may choose to enter modifications to their launch options". With this the game will start offline.
Have fun!
o7
Hey can anyone help me with this problem.
And that’s when I found the news that today of all days, it’s dying. RIP game I never knew.
The fact that EVE Valkyrie is going away is making me feel sick. I loved this game and only stopped playing it because my xbox controller broke.
This game was the whole reason I bought a VR headset and it remains the best PvP VR game to date. I knew the the game was dead before but this news is still absolutely crushing.
Devs, could you please open source the server code so that we could play among ourselves? Please, this game is so important to me I can't even put it into words.
My first post was swallowed by reddit's void (the one that was gonna go live 1st of July)
Intrepid pilots – all good things come to an end, even to the immortal Valkyries. Today, we have begun the process of discontinuing support for EVE: Valkyrie to focus CCP Games’ efforts and resources on new developments in our evolving portfolio of EVE Universe titles.
We are incredibly proud of what we accomplished with EVE: Valkyrie and its Warzone expansion and want to extend our deep appreciation to all our players for their support throughout the game’s lifecycle. It is an honor to have been a part of such a dedicated community.
For the time being, you won’t see any effect if you own a copy of the game. The game will continue to be playable with our servers remaining active until Fri 5 August 2022.
On Fri 5 August 2022, *EVE: Valkyrie’*s servers will be turned off, social media profiles will be closed, and this website will go offline. Once servers are deactivated, customer support for EVE: Valkyrie will no longer be provided.
Thank you for being a part of EVE: Valkyrie. We look forward to the next chapter in the EVE Universe and hope you'll be a part of it and continue the journey with us.
Intrepid pilotsAll good things come to an end, even to the immortal Valkyries. Today, we have begun the process of discontinuing support for EVE: Valkyrie to focus CCP Games’ efforts and resources on new developments in our evolving portfolio of EVE Universe titles.
We are incredibly proud of what we accomplished with EVE: Valkyrie and its Warzone expansion and want to extend our deep appreciation to all our players for their support throughout the game’s lifecycle. It is an honor to have been a part of such a dedicated community.
For the time being, you won’t see any effect if you own a copy of the game. The game will continue to be playable with our servers remaining active until Fri 5 August 2022.
On Fri 5 August 2022, EVE: Valkyrie’s servers will be turned off, social media profiles will be closed, and this website will go offline. Once servers are deactivated, customer support for EVE: Valkyrie will no longer be provided.
Thank you for being a part of EVE: Valkyrie. We look forward to the next chapter in the EVE Universe and hope you'll be a part of it and continue the journey with us.
Hello all,
I wanted to try flying a bit in Valkyrie - is it possible to play it in 2022 or is it completely abandoned and even offline mode is out of the question.
I get stuck on SSO LOGIN FAILED SCREEN.
I expect the game is no longer available - but maybe I am not seeing something?
there's a bug in openssl that crash some games(in my case jedi fallen order and comanche in addition to valkyrie ). there's a workaround which is to set the environment variable OPENSSL_ia32cap with value ~0x20000000. see this post for a more in depth explanation: https://old.reddit.com/r/VALORANT/comments/gafm10/valorant_client_not_even_starting/
and this page for mor details: https://software.intel.com/content/www/us/en/develop/articles/openssl-sha-crash-bug-requires-application-update.html
Hello all. I just downloaded this game for the PC from Steam and when I fire it up, it starts loading and then the first splash screen zooms way in so I can only see it's top left quadrant...then it finishes loading the game. Unfortunately, when the game starts the mouse only works in the top left quadrant. The HOTAS and / or Oculus have the same issue.
I can't get to the game settings because they're on the right of the screen (which I can't get to) and there doesn't seem to be any keyboard shortcuts to them.
Any help would be appreciated!
Thanks!
Brand new to this, noticed that yaw was set to controller X instead of rotational Z, and I went to change that. The moment I select the yaw entry and press "bind yaw", the game crashes.
I'm using an Rhino X56.
EDIT: The fix here was to use the joystick's hat to move the selection cursor around. This has worked every time I tried it. So when binding anything on a joystick, use that joystick (or another) to move the cursor from button to button, and the fire button to select what will change, then press the button or axis in question. This stops the crashes.
It's the last one I need! Things have changed a bit since I last played - thanks for the info!
edit: forget it. uninstalled and asked for refund.
Is there a way to change the controls to be more like Elite Dangerous? I would like to move some of the controls for the sticks around and move the roll to the left stick.
I know you can do it on PC but I want to make sure it's posable on PSVR.
Hi folks. What does the "circle L" or (L) symbol mean in EVE-V controller keybindings? Sometimes it appears as (L1) or even (L3).
Hey, could anyone help pls? Just bought the game to finally try it and I'm getting SSO login failed after start. I have not found any info regarding maintenance etc and official support is officially not working anymore
I bought this game for $10 because I always wanted it, but was waiting for non-vr support.
Seems like no one plays anymore. Am I wrong?
Now we’re getting somewhere, now if only I could get good.
Name is Milky Way
As the title says, Im working on a VR mech combat game that shares a lot of the same elements as Valkyrie.
From a glance this game looks fairly fun to play, but in the steam comments its nothing but pain.
We plan to have full VR control, meaning you reach for the joysticks and buttons in VR not blind on keyboard. so thats a plus.
But what is it that made this game so flat? please be as specific as possible. Was it just the over all game design? I am in the school of thought that just because its VR, it will not save you from poor or generic Game design.
Was the Idea there and just poorly executed? Did it lack depth? what would you have done to make it better?
Thanks in advance!
Also a link to my game :)
I'm wearing my VR to play this game and have read in several places that this game uses a head tracking feature to aim. However, I don't know how to work this, does it only work with specific ships or do I have to mess around with the settings, because aiming with a controller is a nightmare.
Eve: Valkyrie was something I had in the back of my mind for a while now.
When I first heard of it years ago, I knew I had to play it.
An action focused space sim in VR. It's something I've always dreamed of.
Only I just didn't have the money.
So I finally get my life into a position where I can afford a Vive and a computer capable of running.
I buy the game, and start to play it, get the tutorials over done so I don't embarrass myself the first time I try.
And I find out the game is dead and nobody is playing it.
One of those disappointing moments in life.
Ah well, the handful of single player missions were great.
And I was lucky enough to be 10 minutes under the steam refund level.
So I refunded the game and I'm getting on with my life.
I haven't touched EVE:online in almost a decade, I might pop in and finally see if I actually was dumb enough to log off in a T3 ship at a 0.0 POS (shit was really going wrong with my life back then).
I wanna dog fight!
Here I am at level 12. I still have yet to have ever seen a single human in this game. I've had the game for over a month. Not one!?? Has everyone stopped playing this game!? What gives? I'm even on Cross platform enabled on my PS4 but nothing. Please help.
I didn't have any problem before but now even when I create a game and put "Easy" for AI, AI is too strong. Am I the only one thinking this way ?
Not been on since about janruary, was wondering what the deal with wormholes is? What are they? Are they a dead feature now?
And is there any truth that they may be updating the game?
Thanks
I'm going to make this as concise a balance post as possible. I am going to discuss two major areas of the game that are currently ruining the game experience for the majority of players.
Ship balance + Upgrades
Game mode balance
Ship Balance
As it stands, there are barely a handful of useful ships in each class. Many classes of ships are bloated with useless ships trying to use a pointless playstyle in this game.
Fighters:
Wraith
The wraith is in a reasonably good spot, but there are a few glaring issues that destroy the wraith for me as a player. The biggest offender is the Mjolnir ultimate. A missile that is, for the most part, unstoppable that is a one-shot kill. There is little to no counter play to this, and it is cancer upon the game. The reason I say this ultimate is cancer merely because you can die to one, spawn- and be insta-killed by another player holding onto theirs. It's a frustrating feeling exploding in your cockpit with no warning, or detection of the missile. The 'known' good players in this game frequently suffer multiple missiles from hostile teams, as they save their ultimates for the 'biggest' threats. It's highly annoying.
The second major issue with the wraith is its current handling and agility. The wraith struggles to get behind heavies, it cannot outmaneuver the stronger jackal (which is the most broken fighter in the game currently), and the yurie outmaneuvers the wraith. Therefore, when fighting the most common ships, the wraith is at a disadvantage in every engagement. Yurie can turn circles around it, and the wraith cannot catch up- while the jackal can force a head-on, which the wraith cannot avoid. Both of these situations spell death for the wraith- and it has been dethroned as a top-tier dogfighter.
The flight model for the new Wraith is clunky, slow and unresponsive compared to the wraith of old Valkyrie. It's a shame really- as the wraith was once the iconic ship of Valkyrie, and was the fighter that pushed so many players to high skill levels, and extended play times. Its rework has left the wraith a shadow of its former self.
Jackal
The jackal is a fucking eyesore on this game. It, along with many ships inside the heavy class have destroyed the current balance in valkyrie and lowered the skill floor and ceiling to this game. The jackal, when compared to other fighters, wins every dogfight- hands down. Assuming equal piloting skills on both sides, there is no way a jackal pilot can lose a fight to another fighter, and that is disgraceful.
The jackal boasts more EHP, shield, and raw damage than any other fighter. It uses a flack based, AOE self-aiming weapon system- that requires little to no input from the user. The jackal strategy is to utilize its surprisingly high agility to force a head-on pass, where it unloads both triggers into an opposing ship. The sheer amount of damage, the fact that it is instantly applied, and also considering that the damage is AOE- thus making aiming not even a chore allows jackal pilots to dominate the game without needing any amount of skill.
The jackal can even keep up with the most agile of craft, the yurei. By utilizing it's god awful ultimate, you can never escape this fighter. Lastly, due to it's AOE damage, the jackal can even keep up with yurei pilots in the corners, by shooting behind them and allowing their AOE to splash damage kill the low health nimble fighter. The playstyle utilized by the Jackal takes little skill and has no room for a skill ceiling. AOE weapons and this ship, in particular, hurt the game in many ways.
The first is the fact that new players are destroyed by even mediocre jackal pilots, time and time again. Many players then choose to utilize the jackal, in an attempt to even the playing field. The jackal allows lower skilled pilots to have a more significant effect on the battlefield. It's easier to win dogfights, capture objectives, and avoid dying. Therefore, these pilots have no desire to leave the jackal, in an attempt to fly a harder ship, with a much higher skill floor and ceiling.
If this suggestions box is going to do anything, the jackal and some of the heavies need to be at the top of the fucking change list.
Strix
What can I say about this ship? A sniper ship in a dogfighting space arcade game. The playstyle doesn't work. Unless CCP / Pearl was willing to update netcode or rebuild this ship from the ground up- it's currently a joke in its current iteration. Its DPS is a joke, as is the entire mechanic and idea of 'sniping.' The majority of people still playing this game utilize low skill, high EHP ships such as the jackal/heavies. The Strix doesn't stand a chance against any of these ships- as the DPS of the Strix is anemic. When attempting to utilize the strix against other fighters, its turn rate, and useless missiles ensure that it should lose any dogfight against a pilot of similar skill level. The Strix also struggles against support class vessels, as they have high mobility in the turn, with substantial EHP pools, and healing mechanics.
The strix is garbage and needs help. It is the most underplayed, and useless fighter by a longshot.
Yurei
The yurei was about the only thing CCP got right with the new Valkyrie changes. After the community forced them to remove the auto-aim, the yurei and the wraith are the only two 'aiming' ships left in Valkyrie. (I'm ignoring the strix here due to hit scan net code bullshit issues). The yurei flight model (after you apply some ship mods to it) opens up the envelope to pushing the skill ceiling. It's highly agile, nice burst DPS but also paper thin. This is a beautifully designed ship, as it doesn't hold your hand- or play a bruiser to get shit done. The ability for this ship to be useful is directly correlated to the pilot sitting in the cockpit. It's a joy to fly, and I only wish that there were more fighters like it.
The yurei is one of the two 'true dogfighters' left in this game. Many of the most talented, and long-standing players in the community either fly this ship- or the wraith. It's a challenge to do well with the yurei, and it keeps the competitive crowd coming back. I will mention that I hate its ultimate (as I feel that it should have something closer to what the jackal has / a super maneuverability mode that allows you to turn/ roll/boost even faster- instead of a stupid machinegun called 'mayhem.')
Other than the ship upgrade tree (which is garbage for all ships) the yurei is a beautiful addition to the game- some great work was done here.
Shadow
The shadow is the ship that I had dreaded the most when I learned of its development. After playing against, and with this ship- I can say without a doubt that it is a blight upon the game.
The shadow offers a very dull, and binary gameplay element. It completely steps in on the toes of the strix. Currently, I would argue that it does the job of sniper more efficiently than the strix.
The shadow has limited use in the game and on teams. It is designed to hunt one player, or steal kills. The shadow is a natural choice for many players- as it allows your stats to look 'good.' The ship is a vulture- nothing more. Taking kills, and sniping very low health targets, it can't provide useful DPS or control nodes. It's useless on carrier assault (save for its ultimate, which I will discuss later.) and has limited use in extraction.
The shadows head tracked sniper weapon is absurdly easy to aim, and difficult to dodge. Frequently when playing against a shadow- one of two things will happen.
Shadow flies in with a group of friendlies or cloaked. Takes shot at a target, and if it has a weak tank/low EHP instant kills it. If the shadow misses (which is difficult) the targeted ship turns around and slaughters the shadow. It's very annoying. Instantly killed by something you can't see, or instantly killing a defenseless ship is not healthy gameplay.
It provides no useful element to a team, other than collecting its points and kill stealing.
I don't want to do an entire analysis of this ship. Frankly, I'm disgusted with it. The cloak timers are absurdly long, the damage far too high- and the ease at which that damage applied ridiculously easy.
On the flip side, this ship is not attractive to chase, or dogfight- as it instantly dies, or cloaks for eternity. There is not intense gameplay here. Only waiting to see if the shadow pilot is uncoordinated enough to miss easily lined up shots. Thankfully you at least can tell that a shadow is nearby when cloaked- as it will always appear on radar. However, this is not enough defense. Worst of all, intelligent shadow pilots will approach their targets without cloak- instant kill them, then cloak for escape. If you are involved in a dogfight- you have no warning then. I'm thankful that you can still see cloaked ships on radar, but there needs to be another element.
Consider adding proximity decloak range to the shadow. If it flies too close to anything, have the cloak turn off, or be visible during the duration the ship is too close to the target. Or, you could show the shadow as a different triangle on the radar.
Lastly, let's talk about the ultimate. Violent whisper and all insta kill ultimates for that matter need to go. They are not fun, engaging- and the fact that this can be used for carrier cores is a joke.
At the VERY LEAST make it very easy to notice when the violent whisper is used (see D.VA from Overwatch). This ultimate is the cream on top of the cancer cake.
This ship is a complete failure CCP. I am desperately hoping that you rework the entire tree. I'm not going to do a module review, as I don't want to give this ship any hope.
Heavies
A little preface on the heavy tree:
I have been a long-standing player to Valkyrie. I've competed and was on the winning team for the last Valkyrie tournament- while consistently placing near the top of the leaderboards for years. The heavy changes in the new game modes and the abuse of heavies/jackals by groups of players in matchmaking are what killed Valkyrie for me. The current heavy class in the game has such an incredibly high amount of EHP that it takes 30+ seconds of sustained fire to kill one. Meanwhile, a heavy pilot can glance at a fighter, and kill it in under 5 seconds. The heavies are grossly over powered because the majority of them are highly maneuverable, use AOE spamming weapons, while also having incredibly high EHP.
To start, I don't like heavies. I hate their playstyle, I hate their gameplay, and I strongly dislike having any class with head tracked primary weapons in the game. I think in their current iteration heavies have inferior gameplay mechanics to fighters, little counterplay and in general, are overpowered when used inside of a team environment.
For the most part- heavies take far too long to kill and have such a large EHP buffer that they render fighters useless. Heavy supremacy is even more apparent when you consider their use inside of a team based game- with the addition of support class ships.
To give a general idea of kill times, A wraith not missing a single shot (using the best damage upgrade) shooting another wraith kills it in about 2.5-2.6 seconds. While this is far too generous an EHP pool even among fighters- consider this: The wraith has the highest DPS inside of the game, and using the cooldown mod (allowing you to fire for even longer before overheat) still takes about 13 seconds to kill a Vulcan. That is an eternity. During those 13 seconds, the wraith has to be flying slowly behind the heavy- compromising its flight pattern and opening itself up to incoming fire.
The time it takes a wraith to kill a single heavy is absurd, and when you add in a single nagi- becomes completely outrageous. Unlike fighter vs. fighter combat, the heavy pilot doesn't need to take evasive action or have an excellent flying skill to evade damage. Heavy pilots hardly need to fly their ships at all. Heavies come equipped with self-repair tools, MWDs, and when considering such a large EHP buffer afford the pilot plenty of time to react- or call friends.
Of the heavies, I find the Vulcan and the Hydra, the most egregious offenders. Both can kill a wraith in around 5.5-6 seconds. Not only can the Vulcan and Hydra kill fighters frighteningly fast, but it can do so from almost any angle, without the need to compromise its flying style, or require precise flying to land shots. Only look at the target, and follow it with your eyes. The fact that I see second-rate pilots in Vulcans and hydras pressuring me more than some of the worlds best fighter pilots indicates a problem.
In closing, all of the heavies to a point share the same flaws as the Vulcan and Hydra. Particular attention needs to be paid to these ships, however, as like the storm before it- the Vulcan/hydra is incredibly overpowered and oppressive in the war zone due to their range, DPS, and stupidly high EHP pool.
Scarab
This vessel is simple to digest. Equal armor and shield component, flak cannons, warp drive, and EMS. The Scarab does nothing well- and is quite vanilla. I despise AOE primary weapons that don't require aiming and dislike these guns more when they are so quickly head tracking. I have little say about the scarab other than that it plays second fiddle to the Vulcan in its entirety. A useless heavy.
Upgrades: Unfortunately, the heavies have an even more uninspired upgrade tree than the fighters. The scarabs optimal loadout is easy to determine using simple math and basic logic.
Attack: Like most heavies, the scarab has an overheating problem. Choosing any upgrade that increasing firing speed, therefore, is counterintuitive. With the testing that I have done, the most 'bang for your buck' is found with the Cooling bonds upgrade- that allows you to fire with reckless abandon.
Defense: Scarab has equal shields and armor. So, whichever upgrade gives the most % change to either or is the clear winner. Robust plating gives 20% Armor, -10% shields is the Clear winner here. As an aside, rejuvenate is useless- as are all shield recharge mods.
Tech: Again, simple math found for the fighter ECM calculations can be applied here. Rapid Pulse gives you a 12.75s ECM cooldown compared to 15 sec or longer. Easy choice
Mobility: Like the ECM calculations above, again we are looking for the lowest cooldown possible for our escape and significant mobility mechanic. Cooling dampeners give a 12sec MWD cooldown and are ideal.
Ultimate: Boring, uninspired- but at least I can hear and react to this one when it is dropped near me.
Corvus
The cute 'find cloaked ship' niche heavy. Unfortunately, with shadows showing up on the radar even when cloaked, the Corvus's entire ship identity becomes useless. Once it's unique and poorly thought out mechanic is thrown out of the window, this ship- like the scarab becomes an inferior version of the Vulcan/Hydra.
Attack: Surprisingly there is no choice to be made here Cooling bonds (-10% weapon overheat) is again the clear winner when dealing with overheat mechanics.
Defense: Corvus is heavily shield tanked, so again- we are merely looking to maximize this EHP pool. Shield capacitor does the trick (+15% shields, -10% recharge rate). The other two defense upgrades are not even worth noting.
Tech: As stated before I find the Corvus unique sonar mechanic useless. Its cooldown is so long and cooldown upgrades so poor that ideally, a 'better' sonar is worthwhile. I normally choose sonar 2- but really to each as own. It's such a useless ability that it frankly doesn't matter.
Mobility: Like the fighters, high levels of capacitor amount are the most ideal. Considering that recharge time is a non-factor (as you should either be boosting or braking) secondary tank is a natural choice here.
Ultimate: Ctrl+C and Ctrl+V of the scarab. Blase, binary, and no counterplay.
Hydra:
Interesting idea, having a heavy sans MWD. I hate just about everything about this ships weapon loadout. Auto-aimed head tracked galore. Ironically this vessel probably holds the award for the best 'sniper' in the game, easily surpassing the strix. Unfortunately- it's not nearly as engaging as the strip to fly. The auto-aimed, long range, homing 'railgun' utilized by the hydra is cancer incarnate. The sound of the cannon hitting your ship is hard to hear, and it's nearly impossible to dodge its shots. The hydra pilot utilizes head tracked bullshit, along with auto-aim to hit you with a weapon with the farthest range in the game.
If you choose to close in, the hydras head tracked, huge AOE aimed cannons are hard to miss. Secondly, due to its high maneuverability, it's impossible for other ships to get behind the hydra- without taking damage the entire time. Thanks to the AOE ability of flack weapons, the reticle doesn't even have to be over your target, to apply damage. Lastly- the Hydras EHP pool, coupled with its invincibility ultimate makes it a complete chore to kill. This ship, along with the jackal and hydra is crushing game balance and destroying valkyrie.
Attack: TWO OF THE UPGRADES ARE NAMED DIFFERENTLY BUT HAVE THE SAME EFFECT. That's a bug... I hope? Either way, both of those same choices are wrong, and to maximize DPS Cooling Bonds is the way to go.
Defense: Hydra has most of its EHP in armor. So you guessed it- let's maximize it. Robust plating with +20% armor- another natural choice.
ECM: Just like the fighters, we want to maximize our ECM uptime. To do this, we need to reduce it's cooldown as efficiently as possible. Extended flare is again the logical choice.
Mobility: This ships speed is disgustingly slow. Max speed is only 500. To help alleviate this (and considering that this ship struggles the most trying to cover vast map distances) engine power (+10% top speed) is the ideal choice to help patch up the hydras massive shortcomings.
Ultimate: Specters bond has to be up there with top 3 most cringe-worthy ult names. The ultimate itself doesn't give the hydra anything it wants or needs. Invincibility is boring, binary and has no counterplay. What an Ill-designed ultimate :/
God, I hate this ship. Overpowered doesn't even begin to describe the loathing I feel when I see people exclusively fly this boat (you know who you are.) It has the best weapon system, self-repair, MWD, and the most EHP in the game BY FAR. It is disgustingly easy to fly and is a blight upon warzone.
Attack: Interestingly, there are some choices to be made here. Probably the most profound mod lineup of any heavy. After some time playing with it, +10% rate of fire is my choice. With its current firing mechanic, I think that it doesn't need additional accuracy. As for a more prominent spread (found in the Ap rounds upgrade), this can be compensated for by just being closer to targets- which creates an interesting dynamic.
Defense: Vulcan has a strong 400/400 armor shield mix. So again we must merely maximize. Robust plating is once again (+20% armor, -10% shield) is the clear winner.
Tech: Self-repair is cancerous. I fucking despise this and find its gameplay beyond dull. Self-repair has a reasonably large cooldown, so looking to reduce this number should be central to our efforts. Revive 2 takes nearly 10 seconds off the cooldown time and is a clear winner here.
Mobility: Again, reduce cooldown- just like all other MWD mechanics. It's the primary mobility and defensive tool. To cover the map, this needs to be online as often as possible. Cooling dampers with their -20% MWD cooldown are ideal.
Ultimate: Let's give the super EHP ship more EHP. Also, provide it with self-repair. And, if you're playing in a squad- throw a nagi on it. Were reaching maximum borkdrive with the EHP at this point.
In closing, the heavy class has a clear winner- the Vulcan/Hydra. These ships have no weakness inside basic squad play, takes no skill to use and are oppressive. I hate these ships, and you should too. I hope CCP takes a hard look at these monstrosities and brings it into line.
Support class:
As it should be evident by now, I hate head tracked game play. Unfortunately, the support tree has a few offenders, but overall is the saddest group in Valkyrie currently.
Banshee
The banshee is an auto-aimed beam nightmare. If you're low health and being beamed to death by a banshee- there is no counterplay. You can't dodge their shots, there is nothing you can do- but sit, wait and slowly explode. Spider bots are cool, but compared to the nagi- the banshee doesn't have great healing. Therefore it's used is for low skill players to use a head tracked beam weapon to score kills. The banshee has excellent agility and coupled with its stupidly high EHP pool for support, and ability to continually heal through its spider bots, the banshee is a low skill annoyance that doesn't add any meaningful element for a dogfighting simulator.
Medusa
Probably the 'best' support in the game currently. Utilizing it's over shield along with its EMP makes it a great way to crowd control other ships. During our tournament run, we made great use of this ship. I think it's in a beautiful place. The Medusa has a cool healing mechanic with shields and doesn't have any AOE or head tracked weapon. It flies like a figher and dogfights well. Which is a significant element to have in a DOGFIGHTING GAME. I think the Medusa strikes the perfect balance between having utility, a skill element and a healing mechanic that doesn't feel opressive. It's an excellent example of how CCP can design great additions to Valkyrie.
Kirin
The Kirin doesn't work as a ship. In fact, all of its abilities are so ill thought out that I wonder who gave this shit the green light. Its hud scramble ability doesn't do anything...... as you can keep shooting and utilize your stream of bullets to aim. Or if you're flying an AOE head tracked ship, you didn't need to aim in the first place. The hud scramble is 100% useless. The kirins weapons are also meaningless, as they do anemic levels of DPS while also having no auto aim, aoe, or head tracked ability. It is garbage. The Kirin also has a hard to utilize ultimate, that when compared to other point and click bullshit that exists in the game (violent whisper, Mjolnir, hydra invincibility, Vulcan super shield) makes this ship supremely underwhelming.
It is almost never flown, and certainly not be competitive pilots. It's a waste. The Kirin needs a complete re-work or removal from the game.
Nagi
The real healing 'support' of Valkyrie. I don't like the nagi because of its self-repair, coupled with its high EHP and excellent agility. It takes an eternity to kill, which is rather annoying when the entire enemy team can be ripping you apart. Coupled with high EHP ships like heavies, and jackals the nagi ensures that these ships are all but invincible. The ease at which the nagi can heal other vessels (thanks to its head tracked auto aimed beam) is absurd when you consider the incredible rate of repairing it provides.
Closing part one, I wanted to touch on a few points quickly.
The first is the idea that this game no longer has an identity. This game (i thought) was going to be a space dogfighter. Games like these have the potential to be solo or team play oriented- as teamwork is essential in a dogfighting/spaceship game. However, the balance choices and ship designs that CCP has made make me wonder. When Valkyrie warzone was coming out, squad based FPS games were all the rage (overwatch ext.). And when valkyrie warzone came out, CCP decided to add ultimates to a dogfighting game. I don't understand this at all. Ultimate abilities are a fucking joke competatively. They don't add any element of skill to the game and have entirely split the player base. The ultimates in Valkyrie are 90+% of the time, poorly thought out, poorly implemented and introduce gameplay elements that are binary, or offer absolutely no counter play.
PLEASE FUCKING REMOVE THEM, OR REDUCE THEIR POWER.
The second point is the ship classes. Again, this is a dogfighting game, not a fucking MOBA / squad based FPS. This game plays nothing like an 'FPS in space,' and I fucking cringe every time I remember CCP marketing throwing that line around. Therefore, the addition of all of these strange ship classes with vastly different abilities and power levels destroys the identity and balance potential in Valkyrie. As an example- consider fighter class ships inside this dogfighting game. All of the fighters (except the jackal) are bore sight shooters, i.e., you need to face your target to apply DPS. Doing this places your ship at risk, as you must slow down, stop defensive maneuvers, aim, and hold the trigger steady as you apply DPS. During this entire time, your ship is vulnerable to other ships- as you have hampered your flying to apply damage to another ship.
The balance issues start rearing their head when other ships in this game can apply similar / better levels of damage while also not having boresight weapons. The most egregious examples of this, are the heavies, shadow, banshee, and jackal. All of these ships (except the banshee) have nearly the same amount of DPS as fighters, while also having similar manueverability and a MASSIVE EHP advantage. This creates a problem where people flying jackal/heavies can continue to operate defensively, attack other players, all the while having similar DPS and more EHP to play around with. The balance discrepancy is vast here and needs to be addressed in this 'space dogfighting' game- because this issue is what has caused the unfocused clusterfuck of ship class balancing we see today.
Part 2: Game Modes
All of the game modes are for the most part alright. Except for one. EXTRACTION
EXTRACTION
Extraction is currently a joke competitively. Maps like necropolis give clear advantages to schism teams. This advantage stems from the fact that the current meta in extraction is using top speed yurei's to capture the relic. On the first flight out of the carrier (match start) it's a race to get there- and usually the team who's yurei get's their first will have the first point.
Necropolis, and Forge both create situations where one team has to travel around in-game objects- while the other can take a straight line. The straight line speed yurei get to the point faster. Assuming that both teams are competent, it's rather annoying to know you will give up a point when placed on the wrong side.
Extraction also relies on blind luck. If a relic spawns near a carrier as a full capped yurei is launched- it confers a significant advantage to that team. Yuri that is already traveling at top speed, with a full cap is nigh impossible to kill. This game mode is garbage, and needs to be changed- or removed from matchmaking.