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Dr_Kid

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  1. I went on my lowbie Commando (level 34) to check this out. Using a Blue level 34 Barrel. Outside of a Warzone, Grav Round (Tech) does about 5.04% more damage than Charged Bolts (Ranged) Inside a Warzone with nothing changed, Grav Round (Tech) now does about 55% more damage than Charged Bolts (Ranged). Looks like a major bug. It will obviously catch up a little bit in 55's, but it looks using a 78 barrel/hilt will be BiS for white damage heavy classes. Obviously some more calculations involving expertise losses will need to be done.
  2. Honestly the new Gunship sounds like it's going to play more like a Strike Fighter, with the only difference is that it gets a Railgun instead, with the trade-off of slightly weaker hull, shields, speed and turn rate compared to a actual Strike. I doubt you'll be able to use Ion Railguns as it isn't a fully "Specialized" craft but more towards being a Hybrid between Gunship/Strike. For example, the Strike with two blasters is the only one that can use Ion Cannons, the Strike with two missiles is the only one that can use Ion Missiles, i'm pretty sure that the Gunship with two railguns will be the only one that can use the Ion railgun.
  3. This is still a problem. Republic side still has significantly better co-pilot choices than Imperial. There is also the problem with Jaesa Willsaam being unobtainable unless you're a warrior. She has arguably the best passive bonuses for the Offensive slot. There is no option to purchase her with Fleet comms, as she won't even appear on the list. To a lesser extent, Republic has a similar bug in that Lord Scourge is missing. It isn't as problematic however as you can easily substitute Sensor range for Sensor focus range and get very similar results.
  4. I already know someone from my server who forced everyone in his guild to refer to his key. Got members from another guild to use his key, spammed the key on his stream and finally spammed his key in every planet on both imp and pub side. Now he has over 30,000 CC, not counting 5000 extra he will get every single month afterwards. The fact is, this is a serious problem, and simply "fixing" the bug won't make this problem go away.
  5. It's a exploit, I suggest you edit out the link or you may be facing a possible ban.
  6. This issue has been getting very annoying when playing on Imp side. For example here is my scout/Evasion specced GS builds. Offensive- Firing Arc/Accuracy Defensive- Shield Power/Evasion Tactical- Sensor Radius/Sensor Focus Engineering- Blaster Power/Reduced Blaster Cost Here's all the abilities I can access Republic side Hydro Spanner (Hull heal) Concentrated Fire (+Crit) Nullify (+Resist) Running Interference (+Evasion) Bypass (+Shield Piercing) I run the exact same build Imp side, here are my choices Lingering Effect (100 damage over 6 seconds, basically 1/6 of a cluster missile, Hydro spanner heals for more than double of that.) Servo Jammer (-Target maneuvering) Though has around a 50% chance of misfiring and doing nothing. Supression (-Target Accuracy) Has the misfiring bug as well. Servo Jammer Again Let's not forget that Jaesa Willsaam (Firing Arc/Accuracy) for Impside isn't available unless you're playing a warrior. Otherwise she won't even show up in the list. Just let us use any copilot independent of the ones we currently have slotted. It will allow us greater customization, and this imbalance will go away as a result.
  7. You're getting 1-shot because you're stacking resist. 29% Resistance doesn't mean anything when slug railguns already have 100% Armor pen. Stack for HP or Evasion and the frequency of 1-shots will go down significantly.
  8. Dev post on the topic http://www.swtor.com/community/showthread.php?p=7017500#edit7017500 Chances are that he didn't boost away from the missile, but instead activated Barrel Roll to avoid it
  9. http://imgur.com/v7Okpbf I'm using the Cartel Ship for 10% req bonus, and my daily bonus 2x has already been used. The question is why do I get 50 Fleet req, but going Free-to-play gets me 85 instead? It seems a little bit backwards.
  10. Why is this occurring before the match even starts? There are already pre-mades exploiting this bug. A 4-man queues up, one of them takes the pop, the 3 others let the queue time out. (So 1 minute before other people can back-fill in), as soon as you get into the warzone, you get the message "The warzone will end in 30 seconds unless more players join." 30 seconds later, the team exploiting the bug gets a instant win. While the opposing team gets a guaranteed loss. If it fails, then they usually drop out of the warzone and requeue. This needs to be fixed, standard warzones has the timer start after the warzone begins. GS should be using the same mechanic.
  11. The problem is that the more ships you own, the more requisitions you earn. Why? because the daily and weekly scale directly with the amount ships you own. You get 750 req for the daily, per Ship You get 2500 req for the weekly, per ship. Play one match to complete the daily, convert the req from your other ships and you've just earned 6k or more req. Weekly? Completing that will give you 17.5k The point of the CC ships isn't entirely to play them, but that they also act as a daily and weekly booster. Honestly, they should only reward fleet comms, or a cap should be added.
  12. The problem with Charged Plating, is that it's too situational and too easy to counter. Even with the 60% Damage Reduction ability active any semi-upgraded gunship gunship will be 1-shotting you, or 2-shotting you with full health. Why? Because 100% Armor penetration is way too common. Heavy Laser Cannons, Burst Laser Cannons, Slug Railgun, Concussion Missiles, Proton Torpedoes, Thermite Torpedo, and Rocket Pods all have access to 100% Armor penetration that makes Charged plating completely worthless. Ordinary weapons shouldn't be able to completely bypass all of your defenses right after taking a single upgrade. Weapons with the innate Armor penetration such as Proton and Thermite Torpedoes are at least balanced with actual trade-offs such as firing arc and lock-on time.
  13. My Mainhand Weapon on my VG was taking some durability damage from Starfighter matches. Since then, i've unequipped it. The rest of my gear appears to be unaffected.
  14. Any chance this could be back in? The tooltips were originally like this in beta before they took it out. This is mainly a problem with Laser Cannons and Torpedoes. Right now a Laser Cannon will show you only Range, DPS, Accuracy, and Power Draw. http://dulfy.net/2013/11/16/swtor-galactic-starfighter/ Shows how the tooltips originally worked, You can see the damage and accuracy at Long Range, Mid Range, and Close range, Crit Chance, Crit Damage, Rate of Fire, Shield/Armor Pen, Firing Arc and Tracking Accuracy. A lot more useful information to have when comparing weapons. Missiles/Torpedoes are a even bigger problem. Right now they only display Range and Damage. Based off in-game tooltips alone, it's easy to assume Concussion Missiles > Cluster Missiles since Concussion do more damage with more range. The problem is that too much information is missing. Notably, Ammo Pool Size, Lock on Time, Cooldown Time, and Firing Arc. The Tooltips we have currently may be fine for beginners. But there should at least be a option in preferences to display everything. Lastly, a final thing that should be added to the hanger ship information is power allocation. People are usually running full Weapon Power, Engine Power etc, not Balanced which is the only information displayed. There are two ways this could be done, either add four buttons for Weapons, Engines, Shield, Balanced. Or do it like the Weapon tooltips for Min - Balanced - Full.
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