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Zharik

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Posts posted by Zharik

  1. We're outranged by gunships, outmaneuvered and outdogfighted by scouts, and outtanked and overpowered at close range by bombers. Strike fighters were marketed as multi-purpose versatility ships, yet they have fewer component and weapon options than any other class of ship.

     

    I thought you quit like 2 and a half hours ago?

  2. "B" will never never happen... They want you to spend CC on the exchange.

     

    Personally I think that you should have the option of buying another ship just like it at the baseline model (like a new Starguard/Rycer or Novadive/Blackbolt so you can have a second loadout if you wanted to work for it. Maybe make it cost 100k ship reqs? I dunno, something...

  3. First, could you type out a complete thought with proper grammatical structure so that everyone here can understand the issue that you're complaining about without it sounding like a jumble of words that you need to read through about 4 times to completely understand the message that you're trying to convey with your post?

     

    Second off, unless they changed the mechanics in the Official Launch patch, then whenever you use your Railgun it should zoom in automatically.

     

    Pot, meet kettle. Kettle meet pot. (I see a run-on sentence in a post flaming another for his sentence structure)

  4. The funny thing is the OP is correct, the target's hitbox gets BIGGER as you zoom out. This is completely wrong and makes "sniping" easiest at 0% zoom. It gets SMALLER as you zoom in which makes hitting drones/mines easier but hitting ships much harder.

     

    Note that the target's "hitbox" is the bullseye reticule. So zooming in should make it bigger zooming out should make it smaller (on your screen). Basically it should fill a larger portion of your screen as you zoom in, and smaller as you zoom out.

  5. Ok. I thought you could deploy more. My mistake.

     

    You get a "buff" when you deploy a mine, hyperspace beacon, or drone of any kind. It is useful to know if your allotment of weapons are out or some got used/destroyed. This also lets you see how much longer they'll last. (you can hold down "Z" to free up your mouse to see the actual info on said buffs) When you release a 2nd drone, the 1st explodes. Same goes for mines, beacons, etc. unless you are below that item's limit.

  6. Lastly just as a litmus test of sorts, I'd like to ask every one that reads this 2 questions and i'd like them to answer honestly.

     

    (1) Which faction is wining on your server?

     

    (2) By how much?

    1. Well I fly on 3 toons. I fly the dailies at least, sometimes more. As of this post I have 784 total matches played, though about 20 of those were "forfeits" which count as losses automatically. My Imp side toon has about a 45% win rate... which is damn near even. Both of my pub side toons are higher, one is ~70%, the other is 79% (checked as I am in queue at this moment). So are the pubs winning more? Yes, Do the Imps win enough to be considered fun? Yes, ask Shayd.

     

    But since you're psychic...

    Even if some one spins a beautiful fairy tale here about how it's evenly matched and great fun for all they will know the truth and they will know they are liars and every one else will too.

     

    I play on both side. I have fun on both sides. But I guess according to you, I must be lying.

     

    This is EXACTLY why I just put you on ignore...

  7. Personally I think dampening needs to be re-worked because being spotted at max range even tho I have max dampening would probally increase my chances at survival against maxed out scouts. Should be no reason if my dampening is 7,500 meters someone outside 7,500 meters should see me unless they had the counter to that which is sensor range or communication I believe. Granted I know there where issues in beta test with dampening, but it should be looked at.

     

    Dampening is borked because there is no way to defend against a GS who can shoot you but can't be seen... this ironically is exactly what is being discussed here...

  8. 2-3 seconds is a LONG time. I don't see why this would be the case, if you decide to missile lock someone, they're going to notice even if you're in this theoretical stealth, and you'd be decloaked on your first blaster bold fired. Again, this would be a hard-counter to the turret style gameplay everyone (except for these seemingly AMAZING scout/fighter players on this forum, who are 'gdlk' and deserve everyone's respect and adoration /sarcasm) is seeing right now.

     

    It is just a life expectancy thing. If you are a gunship or bomber who is parked defending a satellite. How long would you last at 400m under all out fire? And realistically a bomber cannot get away, period - so that is a death sentence without being able to LOS the attacker.

     

    Now to address the lock on part. If the stealther can use sabo probes, parked at 400m behind the target if he gets a lock it will land, and then the stealther can simply follow and blast away. The target may assume that some other attack is locking and he has a second or two to break it. I was just looking at this being labeled OP. Heck, drones are labeled OP and they MELT.

     

    Now.. I was agreeing with this idea overall...

  9. it's my understanding that crashing your ship grants an assist and associated requsition rewards to everyone who damaged you before that point, provided they haven't died in the meantime. Apart from achievement progress I don't think it really robs the attacker of anything.

     

    The only thing it "robs" them of is the kill... bragging rights, etc. But I would wager that most people that do this could not care less that they gave the enemy some reqs.

  10. I don't know about deathmatch, but in domination mode this absolutely happens and is done on purpose. Gunship getting targeted and you don't have time to run back to the safety of the capital ship? Run into the nearest asteroid and respawn. It's a serious flaw in the system (you obviously wouldn't suicide if there was a significant penalty for doing so) that is commonly used to rob pilots of their kill ratings (and points? I still don't understand how scoring works in domination mode). Yes, sometimes it is done by accident, but if you're going after a gunship and have him/her down to a sliver of health and they suddenly ram into an asteroid? That's no accident.

     

    Domination scoring is 1 point every second per satellite you control. Plus 1 point for an enemy death regardless of how they died. (I've seen people engine boost into an object immediately and the other team scores, so this is for certain)

  11. For one of your "Escape" options, close range fighters (i.e. scouts) should have the option to choose "stealth."

     

    This would greatly balance out a lot of things in this game. A "stealth" enabled scout could be used to counteract gunships, and used to keep defensive bombers honest. Sacrificing an escape option (like Do-a-Barrel Roll or Reverse Thrusters) would keep it from becoming overpowered. Stealth should break when an attack is made, but not during a "missile lock" phase.

     

    This one change alone could change the entire scope of GSF and make it more fun for everyone.

     

    Mostly agree... but I would argue for game balance's sake, that you must decloak for about 2 or 3 seconds before you could attack at all. This would give the target a chance to notice you as the red triangle suddenly appears behind him. A cooldown of about 30 seconds or so before you could cloak again, maybe more. And this should take the engine slot, so they would be vulnerable to missiles. (and no distortion field option)

  12. the only good enemy is a dead enemy.

    who cares how they die?

    so long as they die and, at some point, you landed a damaging shot or two on them.

     

    look at total damage output if you want an e-peen measuring stick.

     

    kills/deaths ratios are only meaningful in 1v1 game modes. they are disingenuous and, frankly, useless in any team or objective based format.

    ^

    Quoted

    for

    Truth!

  13. A simple fix on this is like what they have on ground pvp...you cant go back into your spawn. Have the Capitol ship deploy shields so you cant get in and make it so the shields extend far enough that you can get out of your spawn without people being able to spawn camp. That alone will stop A:spawn camping and B:terrified pilots "running home to mama" rather than fighting . A better idea might be once you have left the spawn area if you come back to your capitol ship it reports that they are having a IFF targeting issue and you need to pull back as the automated defense cannons will target you. If you continue you get shot by your own spawn.

     

    I was asking for this when gunships would do it on "B" for Shipyards Domination... but *now* all the sudden it is affecting the outcome? Hrmmmm...

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