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archifikoss

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Everything posted by archifikoss

  1. I would want a cap ship vs cap ship mission where proton torpedoes would be the only weapon able to do any substantial damage to the enemy cap ship thanks to its shield and armor penetration.
  2. I used to be a Sting fan until I played a pub character with mostly a Novadive. I love that little ship and whilst I will unlock the Flashfire at some point I've had some of my best games on my type 1 scout. It suits my objective driven playstyle more I think.
  3. I agree... But I agree even more with this: Coming from a (primarily) scout pilot of both variants. I'm not a fan of crits either. However I recall reading on the forums that evasion is there due to some technical issues with hitboxes and that it is not actually a flat % to miss... Still I don't like RNG in any form.
  4. I don't play all that much you see so I don't know if I'm the right person for such an initiative... I would be more than happy to support it of course but maybe a better, more hardcore player who has already made a name for themselves would be a more appropriate choice than me to actually be the driving force behind it. Still, I'm considering this... I assume that theoretically all one needs to do is create the channel, advertise it and watch it hopefully take on a life of it's own?
  5. IMO, the game should have launched with something like GSF instead of the tunnel shooter for space combat... The tunnel shooter's model would have peen perfect for swoop racing. And I would have liked the possibility of games like pazaak in the cantinas. Mini-activities and interactivity other than resources are much needed to give the worlds some life, as they are they do feel static to me despite how good they look.
  6. Seconded... I'd love to see fighter and turret collision.
  7. I think I read on the forums somewhere that lock-breaking abilities let the animation continue, the missile will actually hit you but it won't do any damage. I haven't noticed this in the heat of combat TBH but maybe it's the case for short range missile strikes... Regarding your related question, your upgrades aren't wasted as you can always switch back to your upgraded Distortion Field if you don't like your new shield. You will merely need to "grind" out the upgrades for the new shield as well (and you could easily do this by continuing to use your fully upgraded Distortion Field until your shield of choice is upgraded enough)! Also... If you're close to objects try breaking LoS by weaving between them and save your evasive maneuver if possible!
  8. Lords of Kobol, you're still at it? Give it a break! Also, I've never seen more than two of those per faction, though admittedly it could very well be a feature of my server.
  9. Since I renewed my sub, I play almost every day but very few hours - 1, maybe 2... Though I play more over the weekend if I'm not going outside my house. I typically play a couple of GSF matches for the daily, and maybe one or two more if I feel like it and the queue times are short, after which I see what ship upgrades I can pick up and check my achievements to see my progress. I will also play on a character or two to level them a bit and do a few crew skills, and maybe waste some time scratching my head at the weirdness that is general chat. I loathe MMO end-game so I wouldn't do anything other than maybe soloable dailies even if I did have a max level character - and even then I wouldn't do them often.
  10. I think this thread should be stickied I'm guilty of faux-Kevorkian, Retro, Don Quixote/Ronin, and surprisingly, Gandalf
  11. Queues do pop on Progenitor, though Pub side it does take a bit longer and most matches are 8 v 8. As for unbalanced... Sorry but all I can say is learn to play. I do agree that some PvE scenarios would be nice to have though. I also fully agree about what you want for the 4th pillar, I hate raiding and PvP (except for GSF) and more fun stories would be great - but I'd rather they focused on the full launch of GSF for now.
  12. Same faction matches are indeed less fun, however on my Imp I say "finally a chance we'll actually win" and on my Pub I say "uh-oh, we may lose this one" The faction difference is huge. And yeah I resubbed just for GSF after almost a year and a half and I'm not regretting it one bit. I am taking the opportunity to level my characters as I don't play too many matches a day. I always felt that TOR was good in the story department but lacked gameplay features that suit my tastes, but now GSF has given me a good enough gameplay experience. And as I value both features - story and gameplay - equally, it's a very good thing. Ah, I just remembered another feature I would like to see... A different mechanic when it comes to maneuvers. I like the fact that certain engines are capable of specific maneuvers, but I'd rather I could do them manually than just click the engine ability - e.g. with retro thrusters killing my engines with X and immediately holding S would boost me backwards at a reduced speed in a similar way to the current ability. Of course one wouldn't be able to pull this retro boost off with other engines. These would not actively break a lock but they could propel you out of the enemy's locking arc and could shake missiles when timed right. This would free up a hotkey space for missile countermeasures. We could have chaff pods (short range and cooldown, lots of ammo), flares (long range, medium cooldown, limited ammo) and RTS (Return-To-Sender) electronics (medium range, inexhaustible but very long cooldown). Either one of these changes would require a missile range counter on the HUD of course.
  13. Here's one, anyway! I guess you could say my first "space sim" was Megaroids (a knockoff/sequel/whatever) of asteroids, on my dad's Atari 520 ST I also got to play a few more hardcore sims on that - namely Sundog, Gunship and an F-16 game - though I was very young then and always needed my dad for these games. I also played a couple of Lucas Arts titles (Rebel Assault for sure) and of course some arcade flight games on the Gameboy, like R-type (more of a platformer in space really but hey) - and I enjoyed flying aircraft on Battlefield 1942 and Battlefield Vietnam with a joystick. I played some of the Wing Commander series (IIRC I played 2, 4 and Prophecy) and both Privateer games (plus righteous Fire expac) as well as Freelancer. These were the games that cemented my love for the genre. I did try some of the X games but unfortunately they didn't resonate with me. I am currently waiting for Elite: Dangerous and Star Citizen, the latter of which I pledged for. I can't wait for either of these games... Thank god for GSF, it's scratching my space sim itch well enough despite its shortcomings I'm having more fun in GSF than I've ever had in an MMO, and this plus the stories are enough to warrant my resub.
  14. Keep a cool head, fly smart and you win, irrespective of the ship you or your enemy is flying. Well, unless he flies better.
  15. Not in order of importance... 1. Joystick support (though I'm pretty comfy with the mouse now) 2. Cokpit view (if only for the immersion factor) 3. Less RNG (I'm not a fan of crits and evasion) 4. More maps/game modes!!! I thoroughly enjoy these two maps but I think something new is in order. 5. Maybe some PvE scenarios 6. Slightly smoother controls 7. A better tutorial 8. New ship types (I know they're coming soonish so I'm not too hassled) I think the most important thing for me is 4 at the moment
  16. The Novadive/Blackbolt is the true scout, whereas the Flashfire/Sting is a close range interceptor. The first tends to be quicker and better suited for objective play (though skilled flying, shooting and hit and run tactics can make it quite powerful in proper hands) and the second is a mean dogfighter which can also be pretty good for objectives, especially if upgraded to be more similar to the type 1. It's a middle ground between the type 1 scout and type 1 striker really, and upgrades can build it up more one way or the other - it's a very deadly ship and annoying to fight against. The Starguard/Rycer is a blaster based strike fighter whereas the Pike/Quell is a more missile oriented striker that could considered a middle ground between the type 1 and the gunship in a few ways. I haven't played strikers much as I prefer the nimbleness and speed of scouts so I'd rather refrain from going too deep into their workings. BTW, I managed to get 6 kills in one match for the first time today (I am almost always in the top 3 for objectives and very low on kills) - on my only slightly upgraded Starguard for that matter and after a week of not playing (on a somewhat decadent holiday ). I'm happy! I think there's a lot of good going for the strikers but they do need a certain mindset.
  17. Very much this OP. The piloting could indeed be better but once one gets used to it they can easily get in a few assists at least. You're not supposed to aim at the ship itself unless it's moving directly at you or moving directly away in a straight line, but at the red leading reticule (in the Wing Commander games it was called an ITTS, don't remember what it's called here). It's like an estimate of the position your enemy will be in. It essentially is an indication where to lead your shots. If you have high latency, you will have to lead the lead indicator itself I believe railguns are instant though (but again latency may force you to lead even there, dunno though as I haven't unlocked my gunship yet) Also: Try to unlock cluster missiles if you haven't already. They have a very short lock-on time (short range too though) and they aren't that powerful but they should net you a few assists. Note: Aim your crosshairs at the ship for missile lock-ons, not the lead indicator. And above all, keep cool! Don't fire wildly and conserve blaster energy. Start with more forgiving blasters like rapid fire lasers before moving to quads, bursts and the like. Don't fire when you're out of range as you'll only waste energy. When under attack evade a lot, fly erratically, use the environment and LoS to break missile locks and avoid blasters as much as possible. and manage your cooldowns! Hope I helped you a little bit. Good hunting - and merry christmas
  18. Combined with your forum handle, this gave me a hugely disturbing mental image Get well soon man... And sorry for the rather inappropriate jab but I couldn't help it
  19. You use a similar currency to me, as my two cents are pretty much like yours I'm editing this post to add further feedback! 1st comment: Agreed on accuracy and evasion - I want to take it a step further and apply this to crits as well. I am not a fan of RNG in PvP. As for distortion field - which is an evasion based shield - maybe it could lower the range at which weapons can hit and missiles can lock, and activating it would cause an EMP burst say 2000m around the ship that would disable all weapons systems and special abilities (but not movement) of enemies caught in the blast for, say, 2 seconds - on a long cooldown. Activating it would cause you to lose all shields and shield regen for, say, 3 seconds. Since this automatically stops missiles as well, the final tier iupgrades could be one that negates the aforementioned shield regen penalty and one that increases the radius of the burst. 2nd comment: Again agreed, though maybe add a weapon aiming toggle for Strikers, meaning that when one toggles it on you aim anywhere within your weapon arc without changing movement direction. Or simply give Strikers a choice between fixed and turreted weapon function (same as it is now) with a toggle. 3rd comment: I think it would be interesting if these abilities could be done manually depending on your engine choice. For example, killing your engines and instantly holding S with Retro thrusters would propel you backwards (effectively executing the maneuver) but doing the same with Koiogran Turn engines would simply stop and start you as it would do now. And since we'd have countermeasures to replace the maneuvers these would not actively break missile lock - though maybe they could evade the missile if timed absolutely perfectly. Thinking about how these could work: - Barrel roll: Adds +x% to engine power and +y% to booster speed Maneuver is done by boosting and rolling - it causes you to fly in a corkscrew pattern - Koiogran turn: Adds x% to turn rate This could work for both pitching and yawing (meaning Koiogran turn and Snap turn are melded into one), it would work by killing engines and strafing until speed hits zero (x and immediately shift + direction). Note: Whilst doing this you don't strafe, you turn on a dime. - Power dive: Adds x% to cruising speed (not booster speed) Maneuver reworked - works for all directions, done by boosting and strafing - essentially it's a very fast strafe - Retro thrusters: Adds x% to acceleration Described above - kill engines (X) and hold the slow down key (S) to move backwards at x% of your max cruising speed 4th comment: Agreed - and I'd like to add that we should have a range meter for the incoming missile. Here's some countermeasure ideas: - Chaff pods: Launch chaff behind your ship, stopping missiles on your tail. Pros: Lots of charges, very short cooldown. Cons: Charges are not inexhaustible, only effective at close range. - EM flare: Launches an EM flare, breaking all missile locks on you. Pros: Long range (useful at any range really), medium-short cooldown. Cons: Limited charges - RTS (Return To Sender): Confuses missile and makes it lock onto the ship that fired it. Pros: Unlimited charges, sends missile back at the enemy who fired it! Cons: Short range, long cooldown - Defense drone (Bomber exclusive): Launch a drone that shoots down missiles. Pros/cons: Depends on how drones will work!
  20. Well met, fellow headbangers \m/ Main character: Ryche (name came from Queensryche ) Server: The Progenitor Favorite bands: Nevermore, Suicidal Tendencies, Pink Floyd, Psychotic Waltz Obviously Floyd aren't metal, but they're beyond awesome! Or, to quote Bill & Ted, excellent!
  21. Hahaha To OP: Just train yourself to filter it out if it annoys you. I can filter out horrible music blaring full volume in night clubs, doing the same for a bit of pixelated t&a shouldn't be that much of a stretch.
  22. Woo! Grats! I don't actually recall my first kill but I do remember being extremely happy for it... It's a jarring experience at first but as you get used to the admittedly rather clunky controls it only gets better and more fun
  23. Good luck mate, I hope all goes well for you. I could go on a tirade about unemployment/employers taking advantage etc but I don't want to spoil our good OP's happy thread! So merry christmas to you all, and stay safe and healthy!
  24. A good game is as "hardcore" as you make it. Though sitting on ones backside staring blankly into a screen for hours and moving little more than his/her fingers could not be more of a contradiction to the term "hardcore". We all do this at work (well, a lot of us) and to a smaller extent at home so it's more of a SOP for life than anything. Edit: I don't mean to offend OP and other dedicated players by this, it's nice that he's interested in taking his hobby to a different level, but I just don't see things his way.
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