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GrimmShaw

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Everything posted by GrimmShaw

  1. My entry for the 1000+ match records. I fly as "I'rys" on the Jedi Covenant server and have been flying ince GSF launched. This record represents 80% of the matches I've flown. I'rys - Legendary Guild - Jedi Covenant 69.48% Win Percentage (2723 total battles) I'rys - Legendary Guild - Jedi Covenant 9.88 average kills per battle I'rys - Legendary Guild - Jedi Covenant 6.92 average assists per battle I'rys - Legendary Guild - Jedi Covenant 44,609.32 Average Damage per battle I'rys - Legendary Guild - Jedi Covenant 44.39% Average Accuracy per battle
  2. In a previous announcement, the Dev's mentioned that they'd be handing out PVE component tokens retroactively from the start of 5.0. Will you be doing the same for the PVE component tokens?
  3. I have never wished that the SWTOR devs actually played their own game more than I do now. Like many in this thread, the new command system will tank this game for me. I’ve been a sub since launch and I’ve seen and done everything there is to see and do. The vast majority of the people in my guild are just like me – they are old timers (subscribers) who have done everything and log on a few times a week for specialized activities, like a raid night or a PVP night. Only the new system discourages all our playstyles: Discourages alt-aholics: This isn’t my playstyle, but many in my guild have 20+ characters. They’re always up to help with Ops or other content because they *always* have a toon with no lockout. No one is going to grind your system on that many toons. Yes, some similar characters will be able to share gear, but you’re doing away with people who could fill any hole on a team at any time. Discourages occasional PVP’ers: Many of the guys I PVP with are on once a week for PVP night will NEVER be able to gear themselves up to compete because they don’t put in the time. They rapidly geared up in 4.0 because they had tons of extra comms and were in full 208 on Day 1. Your new system throws them (subscribers) away because they can never put in enough time to compete with the teenage no-job kids who can spend all day grinding your new system for gear. Discourages occasional Ops Raiders: I raid once a week. Half the team are occasional players who only show up once or twice a week. We are able to rapidly gear these people up by carrying them through Ops and giving them the majority of the gear. As this will now be impossible, you’re throwing these people (subscribers) away as well. They are good players and excellent raiders, but they don’t have the interest level to grind crap they’ve seen 10,000 times just to gear up for ops. Bottom Line – this change kills my playstyle and that of the majority of my guild-mates. I wish I knew why you guys wanted to get rid of me and my $15 a month.
  4. Huh? What is the "command" variant? What does it do? Why is it sitting in the strike fighter spot on the hanger deck when it isn't really a strike fighter? How are they expanding the roles of the strike fighter and the scout? What are your sources?
  5. Thread title says it all, when do I get my four engine strike fighter? 1) It looks awesome! 2) I want another version of my pike (so I can have a variant with the EMP missiles without sacrificing also having the choice of proton torpedoes) 3) The Cartel Market version of the Strike Fighter is the ugliest ship in the entire game. There's no way I'm going to buy it. But if you offer the four-engine version the the market, I WILL GIVE YOU MONEY!!!! 4) Why are you teasing me by showing me something I CAN NOT GET!
  6. Want to connect with fellow Republic pilots? Please join the GSF channel! Just type /cjoin GSF Please spread the word -- Pub side only at the moment. If there's an Imp side channel, please let everyone know. Good hunting!
  7. In a perfect world? Yes, you'd spend the time to try and flank the gunship. The most typical situation, however, is a pilot noticing a gunship who's just arrived at a battle while they're already in the middle of a scrum. In this case, your best strategy is to be aggressive and kill the gunship as quickly as possible. As for watching your gunships, I completely agree. That advice, however, is something that would be included in a general strategy guide, which this isn't.
  8. The most misunderstood aspect of Galactic Starfighter is the gunship. More specifically, how they are defeated. Using this guide, gunships will be no more or less dangerous than any other fighter. The more you practice your craft, the less threatening gunships will become. From my experience, there are only a handful of gunship pilots who are good enough to actually be threats. The rest are lambs to the slaughter. Gunships should always be the first thing you kill. If left alone, even the most inept gunship pilot can turn the tide of any battle. Your first goal is always to kill the gunship. But if you can make him run and stay on his tail, you’ve still won. A gunship that’s fleeing for its life isn’t sniping your wingmen. You should enter every match with the goal of killing as many gunships as you can. The most important piece of advice I can give in dealing with gunships is: maintain situational awareness. You should know where you are on the map, what kind of opposition you’re facing, and most importantly, the status of your ship. If you aren’t paying attention to your surroundings, gunships are going to blow you to atoms. Ultimately, the biggest threat to gunships is an observant enemy. If maintain situational awareness, you can turn the hunters into the hunted. Phase 1: Identify Unlike the Spanish Inquisition, you should ALWAYS expect gunships. Once you’ve spotted a gunship, you’ve already won half the battle. You should go into every battle looking for gunships FIRST. On the priority scale, they are at the top, even above fighters/scouts attacking your satellite. They aren’t hunting you, you’re hunting them. How does one spot a gunship? Learn to see the battlespace differently: Typical hide-sites and firing locations: Gunships tend to hide in the same locations on each map. At the beginning of a fight, they will lurk on the edges of the battlespace surrounding each satellite. Think of each battlespace as a rectangle, with the satellite at the center. The most likely firing position is along the narrow end of the rectangle nearest the enemy home base. The second most likely locations are along the long side the rectangle on the border side closest to a neighboring satellite (again, more gunships will be nearer their home base). Less experienced pilots will be higher in altitude, while better pilots will be lower. Some will put their back to rocks or superstructure, but they can usually be found in open space. Learn these hide-sites and watch for ships in those locations. More times than not, they are gunships Special hide-sites: Get to know the gaps between the combat zones like the holes in the asteroids on the space map or mountain tunnels on the ground map. They offer pretty good visual screening with a reasonable ability to range the space near the nodes. More dangerous are the hide sites on the satellites themselves. If you’re attacking a defended satellite, gunships like to hide very close to or right on top of the satellites. Some have even been known to hide within the model of a turret, hoping you won’t see them and target the turret instead. If you’re flying up to what appears to be an undefended satellite, EXPECT a gunship. If you notice a gunship at a satellite with 3 turrets and more than one companion fighter, abort. You need help to assault this node. Don’t be that guy who flies in straight and dumb, padding the gunship’s kill score. Long range identification: Because at least half the population flies scouts, you’ll rarely have to worry about enough sensor coverage. At extremely long ranges, I find that most enemy ships show up on my HUD. Only as I get closer do they start to disappear as sensor suppression takes effect. Thus, if you’re transitioning from one satellite to another or flying back to a fight from your mothership, you have time to study the battle you’re approaching. The distinguishing feature of gunships is their immobility when using their primary weapons. Train yourself to spot stationary targets. They may disappear as you get closer so remember where that gunship was. Select stationary targets to see if they are gunships – the model of the target appears on your HUD. Visual identification: Even if there isn’t a target showing up on your HUD, there is still a large visual aura that a gunship gives off when it fires its big gun. Red=slug; yellow=plasma; blue=ion As you’re flying around, you should be watching for that aura and want to kill anything that glows. Luckily, this game doesn’t allow us to damage our allies. If it did, I’d end up blasting my wingmen left and right because I WANT TO KILL THE GLOW. Many times gunships will arrive to a battle while you’re already engaged with another target. Train yourself to watch for the glowing aura as your ship turns during combat. Phase 2: Prepare So now that you’ve spotted a gunship, what should you do? Prepare to go kill it. Half of situational awareness is external (spotting the gunship). The other half is internal: what’s the status of your ship – How much engine power do you have? How much blaster power do you have? Where are you on the map? Is there anything nearby to hide behind? How many enemy fighters are in your local area? And most importantly, how far away is the gunship – am I already within his weapons range? Your goal is to prepare yourself for your attack run on the gunship. If you’re inside his weapons range and you engine and blaster power are in good shape (75%+) then proceed to Phase 3. If you’re outside the gunships weapons range, build up your engines to full power (90%+) and proceed to phase 3. If you’re in weapons range and your engines and blasters aren’t ready, you’ll need a few moments to prepare. Hide behind something if you can and shift your power into engines. You want to build up your boosters as quickly as possible. If you’re under heavy pressure from enemy fighters, shift your power to shields and either hide, or dodge as much as possible. But never lose track of that gunship. If you have directional shields, shift them to double front. If you have options on missiles or guns, shift to the weapons that will put out the most damage in the least amount of time. As you get more comfortable with space combat, you’ll learn your strengths and limitations and more accurately judge when you’re ready for the assault phase or not. Bottom Line: Get set up for your attack run. Hide while you’re building up your engine power. When you get to 75% get ready, you’re about to kill yourself a gunship. Phase 3: Assault You’ve located a gunship, and your fighter is ready for the assault. An assault on a gunship is best done in a strike-fighter. Why? There’s a good chance you’re going to take a hit. If you’re lucky, the gunship is looking in a different direction (even more likely if you were hiding) and you won’t get shot. But you should be prepared for a hit. When you’re ready, fly directly at the gunship on full boosters. You want to close the distance between him and you as quickly as possible. To ensure you get there before your boosters run out, you may want to shift your power to engines. But be ready to shift them back to weapons at about 7-6K distance. If you’re in a scout and you have a long way to go, you may want to weave during the first 5-10 kilometers. But you want to straighten out at 5K to be as accurate as possible. As soon as that reticle turns red, start firing your blasters and start a lock-on for your missiles. If you’re using rockets, start launching them. Your goal here is to put out as much firepower as quickly as possible. Don’t stop firing until the target is dead. In these critical seconds, you want that gunship pilot to panic and think they can out-damage you. If you’ve done this correctly, they’ll die 80% - 90% of the time. If they decide to run, most gunships mount the barrel roll engines and will fly towards the satellite. NEVER TURN YOUR BACK ON A GUNSHIP. If he survived your assault, you should do everything in your power to hunt him down. DO NOT GIVE UP. A wounded gunship is more dangerous (to you) than a full strength one for one reason – he’s now gunning for JUST YOU! The good news here is that you’ve already achieved a victory. A gunship that’s running from you isn’t shooting at anyone else, so you’ve already taken the heat off your wingmen, but you want to finish the job. Beware! More experienced gunship pilots will retreat towards their mothership, or one of the other alternate spawn-point motherships. They all mount very powerful turrets that will quickly kill anyone who strays into their attack range. Most gunship pilots are ******es and find pleasure in allowing the computer to do their killing for them. DON’T LET THIS HAPPEN TO YOU! If it looks like your target is leading you towards an enemy mothership, veer off and hide behind something solid. You’re likely far enough away from the battle that you can lurk and watch the gunship. If you “fly casual,” you may be able to trick the gunship into believing you’ve abandoned the chase. Once they start boosting back to the battlespace, you can resume your hunt. What do I do when? I just got killed by a gunship. Congratulations! You just found a gunship! The cost was higher than you’d like but no matter, he’s still going to die. Note the killer’s name and tab target until you find the gunship. Using the map on your HUD, find the gunship’s location. That’s where you’re flying as soon as you respawn. You should be able to spot the gunship at long range. Select them and set yourself up for your attack run outside his weapons range. I’m approaching a battle from an off angle and believe I’m approaching a gunship from behind. Congratulations! You’re about to get the easiest gunship kill there is. This is rare, but will happen from time to time. The strategy here is to quickly sneak to point-blank range. If you’re not sure you’ve been spotted, use the natural cover. This is easier on the space map as asteroids are plentiful. Once you’re within 2000m, give him the whole nine yards. Your blaster damage goes up at shorter ranges, so the bastard should go down fairly quickly. I’m on my attack run and I just noticed that there are TWO gunships in close proximity. Congratulations! If they aren’t covering each other or on voice, you’re likely about to get two kills! If they are covering each other you’re going to take a hit or two. The key here is speed and aggressiveness. After the first gunship dies, turn immediately on the second and press your attack. You’re likely so close now that if the gunship pilot stays in main gun mode, they won’t be able to turn fast enough to target you. If he’s able to kill you, no worries! After you respawn, you’re going to hunt him down like the dog he is. I’ve run out of blaster power and he’s still alive. This is rare, but does happen on occasion. To survive the encounter, you need to get out of his gunsights as quickly as possible. Fire your turbos and speed past him. You’ll want to give your blasters a few seconds to recharge, but you need to continue to press your attack. Boost for another two seconds past the gunship, turn, and start blasting / missile locking. This is a less advantageous situation as he knows you’re gunning for him so he may have turned to shoot you. You’re probably going to take another hit. Be aggressive and press your attack – it’s your only choice. Wait, I killed the gunship, but he ended up killing me. What happened? The DOT from a plasma shot got you, silly! No worries. Your life is worth sacrificing to kill a gunship. Respawn and rejoin your wingmen secure in the knowledge that you died to save their lives. How do I build my strike fighter / scout to kill gunships? I recommend directional shields. They’re nice and strong and can be shifted to double front to better shield you on your attack runs. For blasters, I recommend either quad or heavy lasers. You want to hit fast and hard. Personally, I use quad lasers. They’re the best blend of damage and energy drain for my playstyle. For missiles, I recommend those with the fastest or no lock-on times like cluster missiles or rockets. For everything else, gear your upgrades to survival and damage output. Speed is less important as even the slowest builds should be able to sustain turbo-boost for 15 kilometers. I do not recommend using Proton Torpedoes (PTs) on an assault. Early on, I would start my runs by locking on with PTs as soon as I could. This only alerts the gunship that trouble is coming and many pilots would run, screwing up my attack run. In a pinch, PTs can be used to spook a gunship into fleeing when your ship isn’t ready for an assault. It messes up your assault, but can take the pressure off your wingmen for a few seconds while the gunship sets up at a new location. Thanks for reading my guide and good hunting!
  9. Really sucks to see that you're leaving, Nibbon, but I totally understand. On behalf of the community, Thanks a ton for everything you've done for us. Your guides are absolutely indispensable and will remain the gold standard for a long time to come. As someone who's played a DPS sage since Day 1, you've really made my game experience MUCH better. Good luck, sir! Hopefully you'll be back after a refreshing break with another game.
  10. We have kickball on this server? I'd LOVE to join in some kickball. Can you give some more concrete specifics like what nights and what time? Looking forward to joining you guys!
  11. As someone who grew to love Project, they've kinda killed our signature power. It now happens so fast, it's almost pointless to keep the thrown junk at all. They should have spent the development time working on slowing down Shock.
  12. Very nice look! What's the name of the boots you're wearing and where did you get them? Thanks!
  13. Those are the boots from the plague containment social armor they gave out as part of the Rakghoul plague event. I believe they were the first piece given out. The pants and gloves are from the same armor set as well.
  14. Jedi Master I'sys on the Kaas City Server My Costume So far, I'm happy with the color unification function. Next they need to give us the ability to alter the chest piece's colors.
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