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Phantasym

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Everything posted by Phantasym

  1. Wingman - Accuracy increased by 20% over 20 seconds. Effect additionally applied to 2 nearby allies while they remain within 1000m of your ship Running Interference - Evasion increased by 15% over 20 seconds. Effect additionally applied to 2 nearby allies while they remain within 1000m of your ship Both of those abilities the secondary affect on allies never takes effect, no one is ever close enough.
  2. That clarify's things somewhat. It means that the rate of fire is already taken into account. I am not sure why they list rate of fire separately if its already included as part of DPS. I understand how the fire arc and tracking accuracy work. Though I am still disturbed by the fact that even longer range weapons have the same short and medium range. I would say over 95% of battles take place outside of 500m.
  3. I am not really looking for a best weapon per say, I understand they all have different play styles. What I am looking for us a way to compare the real amounts of damage you can expect them to do and the benefits and negatives of them. The tool tip and the damage you see are no where near the same while firing on any ship. The rate of fire makes it difficult for me to tell if I am getting increase damage for the range penalty on one weapon or not. Do weapons that fire slower deal bigger burst damage, logic says yes, like heavy laser on star fighter vs the standard but the tool tips seem to indicate the opposite. Also it looks like all weapons regardless of the range of a laser, have the same 500m for short range, Wouldn't you expect a heavy range laser to have say a short range of 1000m instead of 500 and a medium that's bigger as well. From the charts on dulfy which is all I can view while at work, they all have the exact same short range and medium range and only max range changes, but all have different damages. Rate of fire is the most confusing thing of all if they all deal very similar damage then if you can fire off 5 bolts in a second vs 2 in a second you will deal a ton more damage. It looks like the one with the slowest rate of fire (Burst) also has the lowest damage rate at its 4000m max much lower then even light with that same range, or other guns that can shoot farther and faster. What I would expect to see would be for example, Light laser cannon deals 150 damage at max range per bolt, fires x bolts per second or per minute. it deals 350 dmg per bolt at super close range and same rate of fire. Heavy laser has half that rate of fire but can deal say 400 damage at close range and 310 at long range per bolt. That would let me see that heavy laser deals less damage per second at close range then the short range light laser, but the same or more at long range plus has a longer max range and would be intuitive to read.
  4. I can if that is the case with the facing direction I can understand why there would be a difference. What that confuses me more about if sensor dampening is worth it or not though especially if they add together. At least on the dulfy stats there is no focus range and arc listed just a sensor detection range, I am not at home to check the hanger screen in game to see if it list these. If the only values for this arc and range come from data mining then it sounds like there is some additional hidden data that affect sensors and as a result dampening. This makes it even harder to pick the proper package to me. Biggest question is how to interpret that known issue on dampening though, it makes a huge difference in how you spec your ship.
  5. The crew companion bonus Wingman has the advantage of increasing the accuracy of any friendly ships within 1000m, This seems like much too short of a range, anyone flying that close is just about riding your tail pipe, within 3000m seems much more useful. I don't think I have ever had a friendly within that range except for gunships sitting together guarding a objective.
  6. Am I the only one confused by weapon damage tool tips? For example, Light Laser Cannon says its favored by pilots who like to fight at close range, twin linked for high damage and increased power consumption, but damage output drops drastically with distance. Quad Laser Cannon says "Gold Standard of laser cannon design, fires alternating pairs of bolts from 4 cannon barrels dealing considerably more damage then standard lasers while maintaining formidable accuracy and rage of fire, its biggest downside is power consumption." If you look at the stats of those though The range for close range for both of those as well as regular laser cannons if 500m, the mid range is 3000m and the only difference is light has a max range of 4000m and the others have 5000m. In all cases it would seem the light would deal more damage its damage is considerable higher over quad at short range, 975 vs 848, at mid its 770 vs 787 and short is 624 vs 638 which seems very little of the drop off at longer range it describes . It also has higher tracking accuracy and firing arc then regular and a considerable higher rate of fire 180 RPMS vs 150 RPMS. Maybe I don't understand and interpret the numbers correctly since I never see numbers in higher then 200-300 when shooting another ship with anything but a rail gun. Wouldn't even at the longer range the 624 at 180 RPMS out damage the 638 at 150 RPMS, or does the damage numbers already calculate in the rate of fire or something? It is very confusing to compare weapons and figure out what to use, is the quad shooting 4 bolts instead of 2 bolts so its higher damage even at lower rate of fire, or does the rate of fire greatly increase the damage as you would expect. Please someone from Bioware clarify what these tooltip numbers mean and how to interpret them.
  7. Can someone from Bioware clarify a few things. What is the difference between sensor focus range and sensor radius? I don't think anyone has a clear picture of that, not actually knowing what things mean makes it difficult to upgrade your ships. Also the known issues list that " All sensor Dampening upgrades are currently limited to 15k meters" Does this mean you cant have more then 15k meters of Dampening, or you cant reduce anyone's range to below 15k meters, it make a big difference, the max upgrades with companion is currently 11.5k so the first interpretation means there is no effect, the 2nd interpretation means using those components and companion's is useless.
  8. /signed We need to be able to unlock individual pieces one at a time.
  9. I am disappointed with a lot of things in this patch, I was looking forward to the patch and the customization, but I was not expecting to have to pay money to change minor things like hair style, scar etc. I understand that new packs that allow new hairstyles that didn't exist before, should cost money even to a subscriber, I was even ok with cathar costing some Cartel coins, though I think subscribers especially those who also bought the expansion deserved it without additional cost. My problem is even after buying Cathar I would have to pay 700+ cartel coins to change a character to that race. Or pay Cartel coins to remove a scar or change hair color etc. Most games that allow these type of cosmetic changes allow them for in game credits. My second disappointment is the poor performance of the Dyes, I thought artifice was going to finally be useful after sticking with it from prelaunch when everyone else switched to biochem since reusable stims and adreneals are so over powered compared to the other crafting, but the colors are horrible. Artifice cant even make augment kits. There is only a few choices, and the premade combos are clown colors, I cant imagine any one wanting those combos on their armor, and there is only about 3 or 4 colors artifice can make. There is a couple decent ones if you have legendary reputation, which I don't because by the time rep came out I had run section x and all the other daily's so many times I never wanted to see them again, and it of course didn't count the year of running them we already had done. On top of that, the random dyes in a pack from the cartel market is horrible, especially since those are the colors people want. Make a Dye section of Cartel market, let people pick the dye color they want, or make them all available to artifice even if it requires Reverse engineering or combining dyes in crafting to make new combo kits or whatever. There has to be some way to pick your combo instead of using purple/yellow or what ever other acid trip color bioware chose to make a combination kit Also just a side note on the XP problem, while I agree it needs to be fixed and they are obviously working on it, If people didn't know even Microsoft itself will not be supporting XP past this year, no more updates for security holes etc. When MS stops supporting it due to age, I would be surprised if games continue to since it will introduce security flaws.
  10. Removing Bolster from Ranked would certainly be a start. Only problem with it is that you might need two different sets of gear at 55 for regular PVP and Ranked PVP and you cant do Ranked if you don't have your 8 man team online. They could always make the PVP gear as good as PVE but with expertise, but that would allow pvper's to enter top end PVE without ever doing a single Operation to get gear. It will probably be complicated but the bolster really needs to just stay in but make sure PVE gear is never bolstered to better then PVP, it needs to bolster top end PVE down and low end PVE up. That way people just starting 55 pvp don't get destroyed by geared while they try to earn their gear, and you don't need two sets of PVP gear, and still need to do PVP and PVE separately.
  11. I understand the need for the bolster to add expertise so that someone just starting out doesn't get destroyed by people with 2000 expertise. Before recruit it was even worse where you went up against fully geared people you didn't have a chance. They need to find a way to make sure PVE gear of any level is never better then PVP gear though. Maybe an easy fix would be for the bolster to set their gear to the stat quota they have for the just below pvp level, so if you are wearing the best pve gear, you gain expertise, but might have other things lowered. Anyone in pve gear gets set to the same level max level regardless of if they have level 45 purples on their level 45 character or top level 55 purples on their 55.
  12. I have been trying to raise synthweaving and artifice and I keep getting the blue crystal for power crystals which is extremely frustrating because I just want green ones, I pretty much have to not send companions out on bountiful or rich jobs for power crystals because I end up with blue crystals that I cant use. The artifact fragments are fine as there appears to be no blue version of them. Trying to make Augmentation Kits, you need to craft green items and Reverse engineer them. it now cost 10 fragments and 8 crystals, previously you could craft bracers for 2 artifacts and 2 crystals. With the difficulty in getting the crystals it makes it an extremely long process to make even one MK-9 Augment kit. I even tried to RE my old hazmat gear and didn't get a single augmentation component of any kind from it. same with BH and Campaign pieces. Please make the Rich and bountiful missions give Green mats with the chance for blue or purple, we still need the Green materials, the system above 400 is extremely broken right now
  13. As someone pointed on from the post about removing the expertise crystal the Devs made, if you mix pve and pvp mods then the item doesn't get any expertise bolster if it has even 1 expertise it is treated as a pvp item and not bolstered. That is why they asked people to remove the expertise crystal from their old WH and EWH weapons.
  14. While i dont agree with most of the post there are two points I would like to make that I do agree with. Ranked pvp is too hard to get into, even opening it up to 4 man groups would be helpfull. Alternatively if you allow a queue solo maybe it should require a certian level of valor, say valor 60 like warhero gear used to require to prevent someone who has never pvped before from bringing down teams. And 2nd like the OP I agree that CC is out of hand, the CC break should refresh when you die, then you at least have one chance to break something. It seems even worse then normaly where you are chain stunned and killed though, I dont know if resolve is not working or not adding enough to stuns. Roots dont seem to add anything to resolve or can still hit when full resolve like someone leaping to you or the sniper knock back. What ever the reason its out of hand, you can get stuned for way to long without being able to act.
  15. Allow a sorting option for the GTN to be able to sort by unit price instead of just price, When you are buying crafting materials on the GTN often times the cheapest priced items are buried a page or two back because they were put up in a group of 10 for 5k creds or 20 for 10kcreds etc and have a higher total price then the guy who put up a single artifact fragment at 2k creds which is much more of a rip off. Also would it ever be possible to make auctions last a week rather than 2 days. Travel Time Is there any reason the space port for the Capital has to be so far from Kaas City for empire, why not let people land right in the city when they have their own ships, Newbies can still come in on the shuttle to the space port and pick up their ship for the first time there, but having to take a speeder into the city each time is a pain, Even speeding up the taxis a little could help Is it possible to allow skipping orbital stations for planets when you have been there multiple times, returning to Hoth, Quesh, Belsavis etc is a real pain even with speeders having to drive through the orbital station when only the first time through was there a mission there. Its not like the renew the anti venom or cold weather gear every time you pass through the station. My only other Gripe is the Black hole spawn timers, the recent increase was a great improvement and mobs are good as is, but a Faster respawn on the console in black hole for the area quest, as well as faster respawn time on the boxes for the area quest would be nice, I often drive around after the server merge to see every single box exploded, and lines at the mob at the end of the area quest are common.
  16. Right now Biochem is at the top of everyones list and Artifice is the bottom. As someone who leveled Artifice from game open I have been trying not to dump it but there is very little reason to keep it right now unless you raid so much you can Reverse engineer campaign weapons in the hope you might get the pattern most people do have that many extra weapons. Biochem, and Cybertech to an extent, are the only trade skills that give you something that is impossible to get any other way. With Biochem it is purple Stims and Medpacks and Adreneals. The resuable ones, they cant sell them because you need biochem to use them and everyone wants it, its a huge bonus to use a stim and adreneal on a character, if you dont have one you fall behind. Every other trade you can simple buy the purple armorning, hilt, crystal peice of armor etc, and you are done you dont even need a skill trade for it, just go to GTN. I know there are blue versions of the stims on GTN that have the same affect but being consumable you end up dumping millions of credtis if you try to keep up that way, When I but a crystal I am good for several levels at least, not the same with a biochem item. Other trades get rakata items like a belt and bracers, that can be obtained through Operations in a very short ammount of time and then the "advantage" of that skill is useless. Please make the resuable items usable by everyone, or make the people who picked those trade on the same level as everyone else right now they have a huge advantage. It is so out of hand right now most of the people in my guild have biochem, some even have it for every single alt and character they have because its such a huge advantage. Artifice needs a boost even to meet the same level as the other trade skills, they can at least make augmentation kits and augments artifice cant even do that, it is the only trade with no viable end game item to sell unless you get lucky with campaign hilts.
  17. I would enjoy seeing most of these things in the things to do with compaions are a bit sparce. I would also like to see affection have both postive and negative, where if it got far enough below 0 your compaion would still do improved crafting out of fear. There is really no reason not to just say what the compaions want to say there is no dark or light side for any choices, and you get bonuses for having high compaion affection with nothing for low affection so why not say what they want to hear, be mean to the ones that want it in your conversations with them and nice to the ones that want it. Makes me feel like i have split personality, I am this mean horrible sith, but when i talk to a compaion who likes good things am nice to them give compliments etc, because it gets a bonus with crafting missions.
  18. I agree competely, unlock or just always legacy wide, even if we have to get the matric shards because they are an item going through the process of getting all those stat bonuses on multiple characters is a huge hassle
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