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HoloGrinder

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Everything posted by HoloGrinder

  1. Did Bob Marley predict Elitist premades and the negative effect they would have on the GSF comunity? "You see men sailing on their ego trip, Blast off on their spaceship, Million miles from reality: No care for you, no care for me." You decide... Seriously though just posting this for fun because the lyrics fit so well.
  2. I used to fly a B-Wing in SWG and the mechanics of simply maneuvering the ship was wild not to mention hitting with the blasters that are spread way out and not in line with the cockpit. Hard ship to be good in. That said I'd love to fly one again. Also flew the A-wing, Y-wing, X-wing, JSF, and a few others but my favorite was my Belbullab. I miss having to get 5 players to "Crew up" your YT-1300. Pilot, Co-pilot, Systems, and two turret gunners. Those where the days.
  3. Also something that I have done once you have a ship or 2 mastered that you like to use you can work on getting all the other ships. i have them all accept the cartel ones and every day I do the daily and weekly on Tuesday but I also make a point to work off the x2 xp from each ship every day. It is very efficient to level all of them together that way compared to leveling one at a time. If you spend cartel coins to transfer ship requisition to fleet requisition you will be able to move a lot each day to the ship you want with this method. i am just building them all up at once. By flying all of the ships you find out the strengths and weaknesses for all of them as well and it lets you know how to handle your opponent because both factions have the exact same ships they just look different. "A man who goes into battle knowing neither him self nor his enemy will assuredly lose. A man who knows him self but not his enemy may win or lose. But a man who goes into battle knowing his enemy as well as him self is guaranteed a victory." Sun Tsu ~ The art of war.
  4. I am doing the same thing and am at level 38 so far. kudos for doing it first!!!
  5. When it comes to rapid fire lasers the old saying "You can't polish a turd" comes to mind. I know I have tried and they can't be made to be good maxed out with any capacitor also maxed. I will say this though if getting assists is your thing they can do it because hitting everyone and killing no one is what they do.
  6. On JC I see it a lot on both sides from the start of the match. Normal the aces fly out but 50% or more of the team never leaves the capitol ship. This is not every game but when it happens it is obvious. Just finished one where the other team had 5 kills total all of which made by the capitol ship. 2 of which on me as I tried desperately to find someone to shoot. Was a very rare one sided battle in favor of the imps indeed.
  7. JC Imp side. No love for Eichman, Chitterling, Bountydog or Snakepliskin?
  8. I like DM but they really need to implement a way to stop people from hiding at there capitol ship... Maybe an incidental chance of friendly fire from the capitol ship? Maybe there is no capitol ship in this mode? Something that would stop the cowards from hiding on it.
  9. I can tell you what I do with requisition to build a new ship. After selecting the crew which i have unlocked while working on my first ships i move into requisition spending. Right off the bat the first points are spent on selecting the components that I will want in it when it is finished. This takes a little research and the more you play the less research and more of your own experience you can put into it. After the ship has the right components I work on getting 1 box in everything because it gives quick returns for cheep all around. Next I take both primary and secondary weapons up to 3 boxes. This makes the ship more viable and more able to get more points. I then max out the minor components because they are cheep and give nice value. Then I take system, shields, and engine up to 3. Now your ship is totally viable and able to fill it's role well. After that it is a matter choice as i decide what gives the most value for my requisition from this point until master. This is just how I do it but it is working well for me I hope it helps you.
  10. I like improved senors. As a scout against a SF you should try and be within damping range always. you out maneuver him so take advantage of it and get good at fighting in close. On evasion you can max it out and pop the cool down and come to a stop against his charge and burn him down before he can land a hit on you. Crew is a big part of what you do so it is good that you are looking at what they offer. Remember, SF's don't necessarily out gun you so don't fear a dog fight with one you will likely come out on top.
  11. I was wondering this my self and went with the missile drone. I have no regrets but i was not sure which is best. Yes i am upgrading every imp ship right now so i use bombers but only till the x2 xp is gone each day. I still think they are Op but if they are here i'll fly them.
  12. I think it would be a nice idea where you had side quests in your class quest line where you had to intercept enemy squadrons or assault enemy capitol ships or even go after an opposing faction Ace all GSF style in your GSF fighter. It would have your upgrades and it should be tough requiring a pretty upgraded ship and a wise choice of ship type. Early in the quest line it would not require much but toward the end you would have to be an ace. It would be a nice way to intersect GSF and the main story line for your class and encourage interest in GSF. It would also be a great way to introduce a PVE side to GSF. What do you guys think?
  13. I have K-turn and Barrel role maxed on my SF. I have retro thrusters and barrel role maxed on my sting. Barrel role maxed on everything else. I don't have any real time using snap turn. I like K-turn and retro thrusters to a limited degree for being on a sat or in a dog fight but they get trumped in my opinion by barrel role as it gets me to the satellite or in dog fight much faster. It allows me to be rapid response for team support. It allows me to egress a bad situation pronto. I get to be in the fight or on the satellite with barrel role while the other abilities would still have me in transit to the action. Maybe most importantly when taking on 3 or 4 opponents in a dog fight it allows me to jump away and have a short time out to repair shields before I charge back into the fray. They are all good and they all seem equal but for what I do and my personal taste barrel role is superior. For me most missile locks come from odd angles while some one is running in circles trying to be "evasive". When I am right behind some one I use my guns so when they use retro thrusters on me they end up not getting any better idea where I am most of the time and my favorite thing to do right after they break my lock with retro thrusters is lock them up again and fire as they almost always come right back into my reticle at the end of the move. In nature a gazelle would give his left antler to have K-turn, Snap turn, or retro thrusters as they are great evasive moves. The cheetah would take barrel role every time. All 4 can be used for evasion only one can enhance a chase. So you must answer one question to your self truthfully. Are you predator or pray? If always being in the right place at the right time is not for you, if being the fastest thing in space is not your cup of tea, If you don't like a move that lets you take GS's head on as they miss there railgun shot at you, If being hard to kill in a dog fight is not your thing, and if being able to EMP a satellite full of drones before they get a shot off is not your idea of a good time then pick a different move. No doubt barrel role is for me.
  14. Let's compair the 2. 1) Scouts hugging satellites. Boy they are fast and slick and those Burst lasers that they have to aim carefully hit hard. If you go to remove one you can expect a heck of a dog fight. It would be super fast paced epic battle as skill goes against skill in a twisting turning (don't hit the node) feat of maneuverability and fire power. If that's not your game you could snipe them with a GS. Now I ask you. Is that a bad thing in a space fighter game? 2) Bombers hugging satellites. as soon as there team clears one for them they put in real slow. They don't need fast engines as that would require skill and those that choose bombers would likely just run into something if they where fast. Once they get there they drop 6 mines or a bunch of drones and hide. there shields can withstand GS hits so they quickly hide on a different side if a GS shoots at them. Anything else that comes in gets blown up on there mines or by there drones. They pop more out quite often and hide again. Less skill is required with bombers than operating an aimbot hack on some other games. No they are just there not contributing, not fighting, not aiming or even shooting blasters most of the time. They are just there and by being there they deny the space or the satellite to the opposing force. Let me ask you again, is this something that is good for a space fighter game? Scouts can be annoying like a stubbed toe. The way they used Bombers to fix the problem is amputating the leg.
  15. In no way is it a trap! I just want to give credit where it is due to the best of the best pilots that have opted out of actually aiming at people or maneuvering a ship.
  16. First why are we comparing Rail guns to missals? Why not compare them to rapid fire blasters or rockets or drones or mines? they don't compare they are all different weapon types. Second good GS pilots make it look easy but it is not that easy to score hits. Think of it like a single laser bolt firing 15000m away at a very small target. You have to charge it and at the moment it's charged take your shot. you only get 1 shot then you have to charge it again. Do you hit with every laser shot you take even at 1000m? Lastly vulnerability, a GS sniping is a sitting duck. Scouts and even strikers can sneak up on them and once they do the GS has little real chance to survive the encounter. (If you tell me that they beat you up close all the time with there burst lasers also I'll tell you to go get better.) That said GS's are the second most exploitable ship class as they can sit out of your range and snipe you while they are being protected by capitol ship lasers. The most exploitable ship is the bomber both drone carrier and mine layer because they can put the drones and mines inside solid objects where they can not be hit. On top of that the force multiply like no other when they are grouped. On top of that bombers are a ship that requires no skill and will put the worst pilot atop the score board with out upgrades. They have broken dog fighting and they should be the ones getting nerfed or removed even.
  17. You play like me That said all my ships have barrel role. It is easy on the brain if you hit the button not thinking about what ship you are in and it does the same thing every time. That said barrel role is the fastest you can move toward or away from something. It is awesome for getting to the node first. it is a great charge if you have to go head on with a GS. It has a +10% speed increase in the last tier so even faster right? If mobility is your thing weather offensively or defensively it is your signature move. It is a true tool of the trade for a super fast ninja capping light scout... I would have to say the second best tool of the trade is Rocket pods. Don't knock em till you try em. It is a life saver in a SF and a gun ship too. I don't think Bombers get it but hell they got a drone or a mine for that don't they?
  18. Who are the top bomber pilots you know?
  19. I would have said fanteen, I-Toon, or udezek but keep up the good work grunty you'll get there I have at least noticed you in space.
  20. I like 3 GS and 2 bomber limit first come first serve.
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