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Luneward

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Everything posted by Luneward

  1. Honestly... I don't think it is. I'm not sure the medals really mean anything other than keeping a tab on what you were up to. Quoting from one of the developer blogs: I don't think the anger is justified. I think it is mostly riled up because the devs haven't given us a method in game to view how our actions actually contributed to our requisition reward. If the stats list were either itemized or sorted in such a way to indicate that just attacking a ship or completing objectives was the source of rewards, people wouldn't be so fixated on the killshot. I'd honestly be happier if the stat completely went away in favor of a combined assist / kill count.
  2. Depends. How often do you find yourself in close combat? I've been getting a fair amount of use out of my interdiction engines and burst lasers. Either I leave them dusted when snuck up on, or I shred someone's shields and hull in two or three shots.
  3. There kind of is one. If your target isn't on screen, the red diamond gets bigger the closer your target is to you.
  4. Turn on detailed tooltips in your preferences. That can help. I 'think' tracking for a gunship is like a firing arc for other weapons. Basically means you don't have to be quite as poinpoint accurate in order to land a hit.
  5. No, almost definitely not (since it was nowhere near 24 hours from the last time I got my req bonus last). I'm guessing it resets whenever the standard daily reset is (not sure when that is). There's currently a bug where it won't show up that your daily requisition is reset until you play a game. Then you can see what daily requisition there is remaining.
  6. Yep, and the same knight smooching with Kira is initially a darkside action. Ooooh! Or the one on Ord Mantell where forcing the separatist to give up his footage that he is turning into lies and propaganda is a dark side option. Or trying to make the kid that was kidnapped go back to his family is also a dark side option! A lot of the choices make more sense as you go along. There's a lot of 'relative morality' in the game. Bounty hunter is a lot of fun this way. Sometimes killing a target is a light side choice if you A: Behave honorably or B: They would suffer worse if you turned them in alive. At least it makes more sense. Just ignore the hits and pick the option you like. If you play goodie two shoes you'll eventually overwrite the DS points. If you're dark side, refusing to choose a few 'stupid evil' or 'chaotic stupid' tasks will eventually be drowned in all the misery you bring.
  7. If you haven't practiced dogfighting as a strike ship or scout do so. You need those skills and then some to outmaneuver a pursuer. Use a combination of burst turns, rolls, and slowing down so they overshoot your position so that you can turn on them. If you're already good at evading missle locks, consider investing in an interdiction engine so you can leave them in your dust. I also find using the 'shotgun' laser (can't recall its name at the moment) works better for dogfighting than the rapid fire laser since as a gunship you are less likely to have someone in your sights for an extended period of time. It only takes a few hits from that to discourage someone from hounding you further - it may be less dps but far more damage per shot. Some fights I get more kills with my primary laser than I do my rail gun because of it. Edit: And as an advanced technique, the gunship has one movement advantage no other ship has. We're the only ship type that can stop moving completely. So if you can tell some scout is trying to shove its laser cannon up your tailpipe, go into sniper mode for a few seconds. It can very possibly make them shoot right past you - and possibly into your laser cannon sights.
  8. The more you play, the more naturally the controls start to come. I can actually make some kills on a strike fighter and scout now, instead of having to rely on my gunship to do my killing for me. While I know I serve my team by locking other ships down in dogfights, it doesn't necessarily translate into rewards since that is hard to measure.
  9. Ah, good find ledman. Though I think they need to tweak numbers a bit. Objectives need to be worth a bit more, and kills/damage a bit less. While it can't be so much that gunships get left in the dust (because they are often far behind lines when assisting with defense/capture and seldom do it directly), they seem to get far higher on rankings than others do. It would help if we could have a more detailed stats breakdown page with a display of how much base requisition they earned for their actions.
  10. Well at least you died to a barrel roll. I usually get killed by boosting when trying to evade my opponent. Evaded into a wall!
  11. Scout advantage is mostly a combination of much quicker turn speed and having near infinite boost so long as you are playing with a balanced power management setup. They have slight speed advantage - but not much of one. It's maneuverability and endurance rather than raw speed.
  12. Are you including the additional range that support crew can give? Because at least one crew member increases range by 4k. Could have multiple crew that can do that, I haven't really probed deeply into it yet.
  13. We don't know exactly 'how' yet. I'm guessing it is a combination of raw numbers (Kills, assist, damage) and medals. Though the raw numbers seem to be weighted a little higher than medal accomplishments at the moment.
  14. This happened with my single monitor setup the first time I launched after patching.. I just let it sit for awhile and it loaded up fine after that.
  15. Hard to say. I think medals are used to help the game determine how much you helped your team out during a battle, and are used to determine your requisition reward at the end. So they seem to serve some purpose. Though raw numbers seem to be weighted a bit more than medals for final ranking.
  16. My question is: Why are you following them that close to their capitol ship? If you chase them off, there's no way they can hang far back enough to get protection from their capitol ship and also snipe people defending/attacking the satellite. Part of strategy is knowing when to run. Part of strategy is knowing when not to chase someone. If they want to sit by their ship and be of no benefit to their team, let them... instead of letting them kill you and keep you tied down. Edit: Heck, just realized the better argument here. Republic may have a clearer path to nodes B and C.... but that also means any gunships sitting at those points have a clear line of fire at republic ships that are returning to the battle. Imperials may have to dodge a few things, but they have better cover on the approach. Or perhaps better usable cover when guarding the satellites.
  17. That's almost verbatim my thoughts. I wished they had some PvE content for this... but I'm having a lot of fun so far now that I'm not constantly crashing into the sides of mountains/sateillites.
  18. I don't think the power conversion makes you go any faster. It just speeds up engine regeneration rate if you aren't throttled. As for the damage part... he's a gunship. They almost always have the most damage/kills. They're sitting ducks otherwise. As to him getting there... it IS possible that he somehow flew out before official start. I played about 20 matches tonight, and on one match saw one of my teammates flying out to a point and capturing it before the start of the match. Don't know how he did it. Because quite frankly, gunships don't have the endurance to boost all the way to a capture point from the beginning of the map, while scouts do.
  19. They know about it. The patch caused a bunch of unintended glitches. As for heroic missions, they're much harder because evidently the power conversion module isn't correctly amplifying blaster fire. So things live longer, and can therefore shoot at you more. It's possible that collision damage also went up. Check the bugs section. They're trying to get a running list of what bugs are encountered in the space missions at the moment.
  20. Currently known: Zosha Advance - Capital ship shield generators no longer have health bars New Cov Ice Field - Sateillite Hardpoint has no health bar Escort missions: (Syvris Evacuation and others) All currently have the escort ship with no health bar. Edit: Damage Issues The culprit does seem to be the Power Conversion module. I went into Impossible sector and Zosha advance to test it out. In Impossible Sector it took two shots (two presses of the fire button or four blaster bolts) to take out a small ship regardless whether the module was on or off. In Zosha advance it took three shots (six blaster bolts).
  21. Also: Blaster damage has been significantly reduced (at least at high gear levels, will have to check lower levels) Tested with both Grade 6 beam charger/ Grade 7 beam generator and grade 7 charger/7 generator. Will try to do tests when I can find a grade 6 generator to see if the +100 damage per shot is the thing that is bugged. I'm not so sure the Hardpoint cannot be damaged so much as we cannot see its health to tell that it is. If I'm correct and blaster damage is reduced, there simply isn't enough time to take out the hardpoint. I know that almost every single time I've failed the mission it is because I needed at least another few seconds to destroy the hardpoint, and reducing blaster damage would make it impossible to finish the mission. This may only be a matter of perception, but damage from colliding with objects appears to have gone up as well.
  22. There seems to be a lot of oddities in space missions today. Health indicators on objects that used to have them seem to have vanished. I was taking significantly more damage from colliding with objects. Also, my blasters were taking significantly more shots to destroy anything. I'll have to see if I can track down some grade six equipment. Upgraded missiles were doing the same damage they always do, so my guess is that possibly the beam condenser might not be adding the +100 damage per shot it is supposed to.
  23. This right now is the perspective of a new player who hasn't leveled a DPS spec yet. Defense is very viable. It may not quite meet your requirements for pure speed, but damage doesn't seem half bad. Other specs may have hiccups in the 30s, but I found that was where is started to get better for me. Damage really increases at 35 when you can start picking up the talent that increases your focus generation and massively decreases the Combat Focus cooldown, so my questing sped up a little bit at that point. Plus, as a tank, you can get through all of the boss fights with very little difficulty. (Was kind of musing to myself today that some of the elites in a quest area were far more difficult than the boss was, sadly enough) Or maybe I just take too much enjoyment out of bashing my saber hilt into a boss' face. So I suppose in shorter terms: You don't have to abandon your tanking if you still want to keep ready to tank flashpoints. A little slower, but all of the survivability benefits seem worth it.
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