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ObiWanJabroni

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Everything posted by ObiWanJabroni

  1. I think you missed the dripping sarcasm. There are three kinds if ships. Scouts, gunships, and strikers. Different variants yes, but still only three types. Regardless, that wasn't the point if the post. You guys have fun. Quite frankly I hope Bioware caves in to this stupidity and throws out nerfs that are not needed so I can stop wasting time on this mini game. My guild is allready hating on me for playing it too much. Funny thing is, half the people calling for nerfs will be the same people screaming the devs don't know what they're doing after they give them horrible advice.
  2. Three ships total. Two are overpowered according to him. Guess the one he flies is perfectly balanced.
  3. Lay off the Molly kid, I didn't edit the original post. Compare it to your quote super sleuth, then ride off into the sunset in your mystery machine. OK, thank you for making your point meaningless. Then I guess the flashfire isn't really all that tougher and meaner than the regular scout? Fair enough. I node hug when needed in my Strikers constantly. Turning radius doesn't feel all that different. Are you aware of what yaw and pitch are? Me too. You guys looooooooove your records. Only thing about that is people actually have to submit them to be accurate. I don't, otherwise I'd have the top objective slot. I'm sure others don't either, because they don't like to wag their ePeens. Also, records don't take into consideration the skill of the other pilots you were playing against. TBH, I'm not even remotely proud of beating the top objective score because I got it defending with bads coming in one at a time, the turrets lighting them up, and me finishing them off. It honestly took little skill, though the number looked impressive. In other words, records are a lot like metrics. Useless.
  4. Of course I was trolling. But its no more ridiculous than nerfing scouts.
  5. On my phone, and just got off work. I erased an important part of my message that outlined we were comparing base scouts, and went into better detail about which components where different from the original post. The term was stock, meaning stock abilities. As for what your missing on the scouts, thermite a do a hell of a lot more damage than clusters, are 100% armor piercing and 20% shield piercing. They also put on a debuff. If you think they aren't good you're kidding yourself. The only thing clusters have on them is the lock on time and firing arc. The only people who care about that are people without the skill to use them. What do strikers have over scouts? How about the premium ship can carry two sets of missiles for starters, clusters for dog fighting, and proton or concussion for when you line up that perfect shot. A short range missile and a long range one. Matter of fact....maybe we should nerf quells. I'm not going to do your legwork for you. Find your own build. When I'm in my strike fighters, I have no problems with scouts. Maybe most of them are bad on my server, I dunno. The only one that really gives me trouble uses the black bolt and sabo probe. I consider him a better pilot than myself, not that he needs nerfed. Your last point is sadly your worst point. You guys seem to think that scouts should be pigeon holed into this canon you have laid out for that kind of ship, yet you finish with a line that shows complete selfishness in regards to the ship you prefer to fly. If that does become your role, you can either fill it or stumble around the map like the other potatoes and not play objectives. And btw, while I'm on the subject did you ever once consider that your survivability coupled with your crappy mobility and steady damage would in fact make YOU a better node guard than a scout? Would seem to me that the more mobile ships should be the ones jumping to off nodes for defense than the slower ones.
  6. I'd happily take that ability instead of the evasion. Think the crying is bad now, you haven't seen anything yet if that ability goes live. Of course you seem to think that the scouts role should be capping and harassing gunships, yet that ability does nothing in the way of providing support to attacking gunships. On a gunship, you place the reticle right over the ship, no lead is needed. So you essentially want to take away a useful ability and replace it with something that only partially helps it accomplish that goal. Sure, you can get a jump on them by sneaking up from behind without being targeted, but really if you are in close proximity to a turret because you're doing your job, you can't really sneak up on them, can you? In also completely breaks gunships turning boost ability. If you can't target them, you can't use the turning boost. So in fixing one ship you break another. Balancing... Not so easy is it?
  7. Anyone who flies straight into blaster fire is a retard, evasion ability or not. I play scouts like a third wheel on a date night. I'm the guy that waits for you to use your boost ability in a fight with someone else, then burn you down after. Usually from above you or below you.
  8. Hey man, wanna play some Combat on my Atari 2600?
  9. The Jedi fighters are scout like ships.... I actually see your point. Funny thing is I don't even take the evasion when I fly the scout ships. But, this is a game and you have to realize that balancing issues and mechanics can't be based on the movies. I mean, if you want to go with the examples from the movies for balancing, I'm assuming next all strike pilots will want to be able to down a Death Star by himself with his proton torpedoes, and gunships should be good for crashing on the surface of it right? Seriously, the only thing I'm trying to avoid is something like what happened to Mercs and Operatives In 1.2. Bioware has a bad habit of listening to knee jerk reactions when it comes to balancing. The track record in the past was they always go overboard in both directions. I enjoy this game. I have two years invested in it. I'd like it to last another couple at least. All I'm asking is play this current build for a few weeks before we start swinging the word nerf around like that angry little Japanese girl in Kill Bill was swinging those balls around.
  10. Because Afghanistanimation queued in lowbies tonight Tal, sorry.
  11. I'll agree it does seem kind of devalued. Question, do you take it? Do you take either the static DR bonus or the ability that grants it?
  12. Might be the OP said constructive discussion is welcome. It might be that the OP realizes that NO personal opinion is right, its a personal opinion. You know what the OP hates though? People who add nothing to discussions and try to derail threads. A little birdie told me that the OP especially can't stand people who denounce other peoples opinion...by posting their opinion. Kinda like what you did.
  13. And by manually evading attacks, do you mean by using your roll which has a 30% evasion mechanic?
  14. Had you bothered reading the tool-tips, you would have realized that some other ship is already getting stealth, not scouts.
  15. Damage reduction *is* shield penetration protection.
  16. Letting concerns be known and calling for all out nerfs are two different things. Nothing bad ever came of discussion.
  17. Maybe that's because only a few of them figured out something and haven't shared with the others. I'll give you a hint. Bypass isn't the skill you should be up in arms about.
  18. Exactly. Not to even mention that they are trying to balance a game that doesn't even have all the moving parts. Bombers aren't in the game, etc. To put that into perspective, they are getting in a car that's still on the assembly line and trying to drive it, then proclaiming its broken before the tires are even on the damn thing.
  19. Also, just stop claiming the scouts exceed strikers in offense and defense. They don't. They exceed them in short BURST PERIODS, but not overall.
  20. There is a lot of misinformation in this thread. First of all, lets do a breakdown of the flashfire/sting and the other scout side by side. Shield Regen Rate- Sting/Flashfire: 74.8 Novadive/Blackbolt: 104.0 Max Shield Capacity- 1040 for each Max Hull- Sting/Flashfire: 1026 Novadive/Blackbolt: 950 Engine Power Capacity- Sting/Flashfire: 100 Novadive/Blackbolt: 108 Engine Regen Rate- Sting/Flashfire: 5.4/sec Novadive/Blackbolt: 5.0/sec Sensor detection is 2k higher in the Novadive/Blackbolt at 19.5k without buffs from abilities or companions. The Flashfire/Sting only can boost theirs through companions. Evasion- This is the tricky one. Stock with no abilities slotted all of them are 10%. With the abilities slotted they come with, the Flashfire/Sting has 25% without using cooldowns, and the Novadive/Blackbolt has 14%. Both however, have access to all the passive buffs, and can therefore be the same. So in reality, if you think the 76 hull damage and the .4 engine regen rate make it meaner, tougher, etc...go ahead and keep thinking that. The things you EARNED by saving up the 5000 req for are the clusters and the quads. A fair trade off, considering you paid a premium out of the gate before you could even upgrade them. Now, as for pilots of other ships that want Blaster Overcharge and Distortion Shield nerfed, and essentially nerfing all scout pilots who use those abilities, let me ask you this: Do you have abilities that raise your accuracy? Do you have abilities that grant damage reduction? Can you plan a build that will help to negate the bonuses of scouts? Answer to all three is most definitely yes. So if scouts are such a problem, why doesn't anyone want to plan a build for them? I'll tell you why. Because you found what you think is the optimal cookie cutter build for highest possible damage and you don't want to make the hard choice of utility vs maximum DPS. Learn your class. Play. Take notes...and we'll revisit this in a few months time when there are more players AND ALL THE SHIPS ARE ACTUALLY IN THE GAME. Another thing most of you don't take into consideration is we aren't playing with a full deck here. There is at least one other ship that still isn't in game, maybe two, if the bomber isn't the cloaker. HOW IN YOUR RIGHT DAMN MIND CAN YOU BALANCE A GAME WITHOUT ALL THE INFORMATION???? You can't. So stop trying.
  21. I disagree. Overcharge is active for 12 seconds every 40 seconds fully buffed. I hardly think that makes them over powered when you consider Strikers have their Ion cannons and missles on demand. Seems rather balanced to me. Furthermore, the benefit to using a striker is you can strip turrets at a longer range without being touched by them. Every class is good in their own way.
  22. http://knowyourmeme.com/photos/155834-stop-posting Quit asking for nerfs. Its been a little over a week. How about everyone, including myself, learns the ships before we go breaking the game like everyone did when it went live 2 years ago? I mean, it only took until 2.0 to get Mercs/Commandos fixed because the other classes couldn't figure out what their interupt button was for. Maybe we should wait to talk about balancing until after everyone has access? I know you're the Nerf Operatives Generation, but less than a week has to be some new kind of record. I'm not saying constructive discussion isn't good, because it is. But a lot of what I'm seeing is barely a discussion let alone constructive. I'm sorry there are people that are better than you, but you aren't 5 anymore, this isn't pee-wee baseball, and everyone don't get a trophy. I promise you that if you take the time to learn things, it will get easier, especially for solo players. Guilds have an advantage with new content because they have a pool of people to share ideas. We haven't even scratched the surface yet of what all the ships are truly capable of.
  23. Honestly I think it has a lot to do with the ship design. With the exception of the Sting and the gunship the Imperial ships look horrible IMHO, and honestly don't even remotely look Imperial. I get the feeling a lot of the people one my server feel the same too, and some of the better pilots have said as much. Probably the reason most decided to be a Republic pilot. That, and to give their Pub side toons something to do. There are a few Imp diehards though.
  24. I use the shield regen. I feel you don't have enough of a shield pool to justify using the one that adds more to the pool. The reason I don't use the one that lowers regeneration delay is based on theory. I have another mod that will keep shields regenerating at 60% while taking damage. *If* it works out the way I hope, my shields will never stop regenerating and there will be no regeneration delay, obviously. Haven't put it into practice yet though, so try it at your own risk.
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