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The_Raven_Lord

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Everything posted by The_Raven_Lord

  1. Would it be possible to have them bind to legacy instead of to a character? At some point, when all your ships are mastered on your main, you might want to gear up an alt and this could help. It's already being done with ground PvP, could we have it for GSF too?
  2. I think a faction merge, or at least, lifting the barriers between them to allow for grouping, communication, and other co-operation would be a good thing for SWTOR. But, if the factions unite against this new threat, where does that leave PvP and GSF? Huttball and Arenas would still fit with the current lore but unless one side plays as this new faction in the Faction vs Faction games, this will really break the game. It makes no sense for the Republic and SITH Empire to fight one another while there's a third, more powerful faction utterly annihilating them. That needs to be addressed.
  3. I love it when people criticize other people's solutions to problems and then neglect to offer their own solution. The issue is, GSF needs to be more rewarding. How would you go about it?
  4. I agree whole heartedly Award valor for GSF matches More decorations for fleet comms Unique mounts Ground game gear sets Ability to convert fleet comms to PvE or PvP comms depends on what else we play besides GSF. Those are just off the top of my head.
  5. For anything to do with Imp Side GSF on the Progenitor, you should talk to Leong or Miriya.
  6. A GSF Ace is that pilot whom you see among the enemy roster and go "oh ____" (Inset your favorite expletive) An Ace is that pilot whom you can never beat in any decisive manner, you might get lucky and kill them once, but they'll effortlessly kill you five times after. An ace can be in any ship... even a bomber, and use that thing to it's maximum, and once they're done with you, you'll come to the forum to scream and beg for nerfs. An ace is that one pilot whom you firmly believe is somehow cheating. In fact, you've probably reported them for cheating many times. Being accused of cheating has become something of a badge of honor for ace pilots.
  7. I'm not sure how to put these into proper questions, so I'll leave my thoughts here for you guys if you want to use them. Burst Laser Cannons (BLC) are way overpowered, especially when combined with any damage increasing abilities. Ion Rail Guns do too much for too little charge. Even after the "fix" The nerf to engine abilities is way too excessive. Especially to barrel roll. Wouldn't it just make more sense to reduce the distance BR travels instead of making it worthless? Right now it's the most newbie friendly engine ability available, and nerfing it will make the already steep learning curve for new players even more steep and less fun. It's also too valuable to scouts and strike fighters as a rapid gap closer to enemy Gunships. It's the single most valuable ability to new players and vets who need a quick way to get out of whatever deep trouble they're in. What is the design goal for the new fighters? Is it to add a less combat oriented fighter to the game for people who aren't necessarily skilled at dog fighting? Doesn't the bomber already fill this niche? In my personal opinion, aside from Ion Rail Guns, I don't think there's anything wrong with the game as it stands right now. I can tolerate BLC being the most insane damage dealer since it has a short range and it's easy for a player to learn to keep away from a Sting or Flashfire and perhaps lead them towards the Gunship's firing range to pick them off your tail. The only game breaking thing for me is that Ion Rail guns do too much for too little. If a fully charged Ion Rail gun drains me dry, that's my fault for not paying attention. If they can render me helpless with a low charge shot, that's over powered. If a Sting/Flashfire can destroy my face in under three seconds, well, that's also my fault for not keeping out of their range. They have to sacrifice to get that kind of firepower, Blaster Overcharge comes at the cost of other useful system abilities, and to make good use of it, a pilot has to practice long and hard. T1 Gunships don't make sacrifices to have Ion Rail Guns.
  8. Distortion Field, get it, use it, love it. Get it fully upgraded ASAP! This thing will save your glorious buttocks more than anything else. For armor, use Lightweight Armor, it's the only thing that makes any kind of appreciable difference. After that, regeneration thrusters or power thrusters. A Scout's life is the fast life, speed is life! Then upgrade your engines, be warned that 2.7 will bring a VERY heavy nerf to Barrel Roll, so best get used to something else so you won't know what you're missing, it's just too sad. When you're attacking, put power to your weapons, when you're idle around a satellite, power your shields, when you need to be going fast, hit F3, then hit the space bar, and then yell "GO BABY!" (There's a lot more to this, I'm just trying to keep it simple. Practice and experience will give you instincts for power management.) Weapons, I like Laser Cannons, but Light Laser Cannons are also good. Try both, see what appeals to you. Rapid Fire Laser Cannons suck, get rid of them. For your secondary weapons, Rocket Pods, I love them. Sabotage Probes are also good, but they take a lot of practice, and they're sort of pointless until they're fully upgraded. Thermite Torpedoes... don't waste your time. For me, Rocket Pods have the most versatility, and I love versatility! Your role in Domination is to rush a satellite ahead of your bombers and survive until reinforcements arrive, then your job becomes reinforcing the defenses of whichever satellite is in trouble. Your role in Death Match is to seek and destroy. But choose your targets wisely. Don't get into a thick melee until you really know what you're doing. Ambush a Gunship instead. Even if you can't kill it, just keep it from freely spamming the Ion Rail Gun, that alone is worth a lot to your team. Everyone's primary role in Deathmatch is to kill without being killed. If you're being attacked, GET OUT THERE! You see a missile lock, drop whatever you're doing and RUN AWAY! As a Scout, you have tissue paper for armor, and a good missile hit will make you plenty sour about life. Tab targets until you find whomever is trying to lock you up and evade him until either he gives up, someone kills him, or you find a good place to turn around and engage him. Preferably somewhere where your superior mobility and maneuverability will give you the edge, somewhere you can break line of sight on very short notice to be able to break missile locks before they fire. Then you can save Distortion or Engine abilities for when you might REALLY need them. For your systems... Booster recharge, Targeting telemetry, or EMP. All are valid choices. Sensor Beacon is pointless, don't even look at it. Co-pilot ability, I run hydro-spanner, but bypass, concentrated fire, or lingering effect are all good. Though, you know what they say about opinions, everyone has one, and they all smell. That's all I got off the top of my head. Don't be afraid to experiment and find what works for you. Get a feel for the fighter, get to know your own play style.
  9. The simple fact of the matter is that, putting separate queues would effectively kill off GSF on many servers. The real problems with GSF are: -Faction imbalance (No real solution to this other than cross server queues, which is difficult to do.) -Ion Rail Guns are too powerful. -Bomber Drones and Mines ignore obstacles to their targets. In some cases, they can even be placed inside of objects. -Burst Laser Cannons do too much damage. -Lack of rewards to give incentive for more people to play. On the last part, incentives could be like: -Lock boxes bought with excess ship req. I have literally every single component maxed out on my favorite fighter. So being able to buy stuff like credit cases, or roll boxes with items would be great! -Award valor for completing GSF games. Or perhaps a new bar to fill up? People like this sort of thing. -Vanity Items People like to collect these sorts of stuff. Wouldn't mind a pet Sabotage Probe, new flight suits, new paint jobs and colors, more shiny looking components for the fighters. Whatever. -Character progression It gives decent amount of XP and credits. Maybe it could also reward crafting schematics, leveling gear, legacy gear. Maybe legacy fighters to help your alts out with GSF.
  10. PvE Space Combat has been in the game since launch. To access it, go to your personal ship's bridge, and collect the missions from the terminal. Then find the missions on the Galaxy map and enjoy. =)
  11. Well... I think I should address the stock build of the Bloodmark. Primary Weapon: Light Laser Cannon... ok, that's fine, whatever. Secondary Weapon: Ion Missiles, whatever. Systems: Sensor Beacon... Are you kidding me right now? The ship is designed for the two shiny new "fields" and it doesn't even start with one of them?! Shields: Shield Projector... well... if you want to make sure that the first time most people fly this thing will also be the last time... perfect choice! Engines: Power Dive... see Shields. Armor: Reinforced Armor... whatever... "meh" but whatever. Capacitor: Frequency Capcitor with an already high frequency weapon choice... I'm sure this will send a vvery good message about how to properly build a fighter. Reactor: Large Reactor. Alright, nothing wrong with this. Nothing right with it either though. Sensors: Communications Sensors. Whatevver... these things are a matter of taste anyway. In my opinion, this is par for the course as far as the design of the new scout goes. Almost everything about it is junk, so let's go ahead and slap on all the really bad components that people don't use or like in the game right now. If it were up to me, which is isn't, but if it were... these ships would get a total redesign, but since we all know it won't. Here's what I suggest. Start it of with Tensor Field... that's the only buff that's really worth something anyway. Use Snap or Koigran turn as the stock engine ability, there's enough blood and wreckage on the asteroids without an army of new comers going splat and every time they hit their Engine Ability. For the capacitor, use damage or range. Frequency is sort of pointless on Light Laser Cannons.
  12. To the OP: If you like, PM me with which server and faction you are on, and your character name. I'll roll an alt there and be your wingman for a few games to see if i can give you any suggestions.
  13. That's also a problem. It's no fun being anyone's cannon fodder. I say that as a Scout pilot.
  14. Should also note that the Subscriber and Pass bonuses don't stack. Only the Mastered bonus stacks with one of those two. And CM ships always gain Requisition as a Mastered ship.
  15. Actually, WoW ripped off STO's "Duty Officers" and took it to the umpth degree by making it more sandbox like. That's what SWTOR should be trying to do.
  16. Impossible! No ship that small has a cloaking device! I know... I know, cannon has been ignored with the Makeb Storyline which uses a Stealth Fighter to get to the planet surface, and even in Clone Wars, there was an episode featuring a cloaked ship. Personally, I think cloaked ships won't be a good thing for this game. As much as I'd love to see the Gunships tremble in pants *********** terror, I don't have high hopes that this will be any better for the meta game than the new T3 scouts.
  17. Please don't give them bad ideas. It's bad enough they charge CC to convert to fleet requisition instead of doing it like they do with Warzone to Ranked commendations. Other that that, I agree with you, it is a shame.
  18. It has the same mobility as a bomber, without any of the defenses. Enjoy.
  19. This thread is full of very reasonable arguments. Maybe you should go through it all one more time with a more open mind?
  20. My biggest problem with the T3 scout is that it lacks mobility and a clear role. Right now, its heavily slanted towards a defensive play style like the Bomber. As I've said before, we don't want or need a Scout that will do a Bomber's job. You have to look at the big picture and how a lot of people currently play the game. Having more ships that favor a defensive role will be unhealthy for the game because as it stands now, players are incentivized to just turtle up in one place and stay there. Even in Deathmatch. My problem is that, I can think of so many things that are wrong with this design, but I just can't articulate them as well as I'd like, but I'm going to try. Because of the missile choices the T3 scout can take, it can fill a much needed and I dare say vital role for dislodging a cluster of bombers from a satellite in Domination. However, The issue with the lack of mobility, just like a bomber, it'll be stuck there for a while until the engines are recharged. Unlike a bomber, it doesn't have the hull or shields to withstand any kind of serious attempts to destroy it. A regular scout can boost around almost indefinitely, but this one can not. When the action keeps shifting around and the usual frantic pace, it won't be able to keep up. It'll be extremely vulnerable to Gunship attacks without a lot of places to take cover after granting its buffs. So the play style will just become: "Pop out of hiding, grant buffs, go back into hiding." If it's defending a satellite, and enemy bombers move in, it'll have to move away to make use of it's missiles to chase them off, but at that point, one hit from an Ion Rail Gun fired by a competent Gunship pilot who'll be looking for these fighters, and it'll be totally dead in the water and picked off. This also applies to AoE Ion Rail gun situations. It has no options to deal with that. On my Blackbolt, I'd just pop my booster recharge, get out of the danger zone and then asses the situation and decide how to proceed. In the T3 scout, you get killed by the Gunship and then your usefulness is at an end. Then you'll probably end up getting a more useful fighter out of the hanger to go engage those Gunships because the T3 scout simply doesn't have the tools to mount any meaningful offense. The more of them you have on your team, the less powerful it'll become. Kinda the opposite of the situation with Bombers where the more of them you have, the strength of your defense/offense increases by orders of magnitude.
  21. Creating hype, false hope, and because if they showed what they actually play like, the trailer would be really boring.
  22. Hahaha, you are in for a very pleasant awakening when you actually get to fight against one. One Ion Rail Gun hit and it's dead in the water. It also has no booster endurance so even a Gunship can chase it down and kill it with primary weapons if they felt so inclined.
  23. For more HONEST an in-depth information about the new scouts: http://www.swtor.com/community/showthread.php?t=726850 This video is false advertising at its finest. These new ships are none of what was advertised. Fly at your own risk.
  24. I can think of a few words that would make better and more honest slogans for these ships. None of which can be uttered in polite company. The video was pretty good though. Too bad they really dropped the ball on these new fighters and made them total crap.
  25. Totally agree. I'd love to have a developer come in and try to justify this travesty of a fighter to us. But as it stands, they don't communicate at all regarding GSF. Just imagine the staff meetings in game when they try to sell this fighter for production. Designer: "Good day everyone. In response to your request for a better Scout fighter we've gone back to the drawing board and come up with this." *Everyone glares at the man as if he's crazy." Navy Admiral: "So you've come up with a newer more powerful fighter that's less powerful and less maneuverable than our current models?" Designer: "Correct!"
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