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HaploCorinth

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  1. The only reason I suggested rotating it out with other things instead of just "add more things" (which I would be ok with too), is just because I could see peoples response of "there is already too many conquest options" or for those guilds that compete for top conquest spots in the leader board, they would just see it as a form of power creep by putting more way to rack up points to compete. But sure, leave the GSF as it is, but then also give comparable things for other play styles. My core point was that GSF (which is a form of PVP) and all of the other PVP style activities are ALL or nearly all, of the high point earners in the conquest point earners. It had nothing to do with "nuking others to make myself feel more important", which honestly seems a little like you didn't really pay attention to what I said at all. In fact I was saying GSF and PVP was given the unfair favoritism already. But sure, leave it with it's high point markers, but give the other aspects of the game something to match.
  2. Star fighter Achiever (repeatable) : 121,125 Conquest points. not repeatable but also permanent: Starfighter: Bomber Pilot : 82,000 Conquest points Starfighter Gunship Pilot : 82,000 Conquest Points Starfighter Scout Pilot : 82,000 Conquest Starfighter Striker Pilot : 82,000 Conquest At least the other things in the top positions to net a player with conquest points rotate with the week. Why dont/cant those too? Even if it was just a 4 week rotation or something. Each week should have the same conquest output for the GSF it would replace, but maybe these rotated weeks in their place : -Crafting focused week, Similar to all the low level crafting conquests, but with bigger payouts -Heroics and Solo content week, focused on the Planetary Heroics, "Defeat Enemies" and lets add in every ones favorite... space battles! (I really wish the devs would give that mini game portion some love, its been neglected way too long) -Alternate PVP week, warzones etc. But please though, I don't care for PVP stuff personally, but PVP always holds ALL the top slots in terms of Conquest points earned. Yes some weeks will add a FEW event based ones specific to that week, but the PVP will still hold like 75+% of the top conquest point slots. For guilds that arent PVP focused, this really hurts their ability to complete their Guild Weekly conquest goal. And anyone concerned that it would hurt the other guilds abilities to earn top slots in the conquest leaderboards, nothing stopping them from accomplishing the same objectives and still holding the top spots. My own guild is small and personal. We dont get involved much in PVP ("much" because we are almost forced to play GSF), but we love completing the guild Conquest objectives every week to help us earn those valuable crates for our characters, get some tech fragments and so on. Also just as importantly, claim ship encryption devices. We still have yet to unlock 1 section of our flag ship (almost have engineering unlocked). Either way I know we cant be alone in the area of PVE focused players wanting to be able to have a guild that can complete Conquest objectives and unlock flagships with equal rewards as our PVP brethren along the way (and same amount of EASE).
  3. If you are like me and have dug into doing star fighter purely because it now comes up so often in Galactic Seasons daily/weekly missions, and so many of the high reward conquest missions seem to always be starfighter related but you never got into it and feels like its so difficult and just frustrating, then read these few things and I promise your time will feel so much better. Some of these aren't tips, they are 'basic' instructions. I put that in soft quotes because it seems very hard to find information on them. Its also, I found, difficult to get help on it in chat since the matches are brief and factions mixed, so here are the things I learned that really changed it into a much more enjoyable part of the day. Also, I AM NOT A PRO, not by any means, but with the blind learning curve of this part of the game, (painstakingly) learning these few simple things makes me feel like I went from little league to semi pro easily. Some controls. (IF YOU READ NOTHING ELSE, THESE ALONE WILL CHANGE YOUR GAME DRAMATICALLY) F1, F2, F3 buttons (and F4 technically, but you never really use it) These 3(4) buttons shift your power to Weapons, Shields, and Engines respectively (F4 returning them to equal) -You see those 3 colored vertical bars next to your ships health, the first is weapons, second shields, third is engines. Pressing any of those F keys will shift power from the other 2 (making them weaker) and to the one you picked (making it stronger... MUCH stronger). -Weapons (F1) nearly doubles your primary guns damage output. I do not believe this impacts secondary weapons, but please if there is a tested expert out there to correct me, do so! IT ALSO DOUBLES THE REGEN SPEED OF YOUR WEAPON POWER (that yellow/orange bar to the left of your targeting ret). -Shields (F2) increases both the STRENGTH of your shields as well as the regen speed of them. I cant give hard numbers on this part, but I genuinely believe it nearly doubles their strength and regen speed. Again tested experts, speak up. -Engines (F3), this one you will mostly notice the gain in the engine regen (how long you can hold spacebar to speed boost or used to use your ships "dodge"/engine ability). It takes a moment to kick in, but seriously you will notice you can go nearly twice as far holding space bar while power is focused here. Also while focused on this power, you will increase your base passive speed by a small amount (not sure how much, it's definitely not double increase like with shields and weapons, but it is noticeable with slower ships). While I'm talking about it, I'll mention it here as well as below... SPACE BAR IS YOUR AFTERBURNER. That was the first 'special' control I learned and likely you already know that one, but no judging here, now you know. How long you can do it, is that purple bar to the right of your target ret. Targeting Buttons You probably have been scratching your head on how to target something. If you start shooting at someone, you'll find it automatically locks on to them if you don't currently have someone targeted. But how do you change targets?! -Tab button, that's probably what you have been told, and yes it does change your target... "BUT TO @&^#% WHO!?!?" (the closest, not helpful, target) DO YOURSELF A FAVOR AND DON'T USE THIS BUTTON -Instead USE THE 'E' BUTTON!. E makes you target who you are currently aiming at. OMG THE GAME CHANGER HERE. I'm embarrassed to say how long it took me to learn that. Everyone always just said "use Tab you noob" when I would ask for help in chat during the fight. NO. USE 'E'. Maneuvering -You turn MUCH slower if you look right to left than you 'pull up' or 'diving (looking down)'. It's slightly disorienting to get used to, but get used to rolling your ship to the right or left and "pulling up" and "diving", you will turn so much better that way. -The 'X' button is full stop! Like a car in real life, the faster you are currently going, the longer it takes to come to a stop, but you will stop (it's very hard to get a Maverick from Top Gun maneuver "Slam on the brakes and let them fly on by" in a dog fight, but you can). Honestly where you will use this most, is taking cover somewhere or caping a point. Just be careful of the slow down time so you don't still crash -Opposite of the "x" button... Space Bar! This is your "afterburner" or simply put speed booster. You can't do it forever, but still nice to know. Please note, many 'dodge' maneuvers your ships can do use the same Engine energy that this does. If you fully deplete it trying to run away you wont be able to use a "dodge" until its recharged up enough. This is where that F3 button will help. Some "Basics". (I put that in quote because again, we are here to learn and this class room is judgement free.) Now that we have the controls down, here are some actual 'tips' I have learned. Get the missions from the PVP mission console on the fleet -If you are new to PVP you may not know where this is. If you know where to go on fleet to pick up your daily Heroic missions, one of the terminals right by it (just around the wall from it) is where you get your PVP missions from, this includes, star fighter. -Get the introduction mission. It has a single reward... it gives you a one time deposit of 25k FLEET requisition. All you have to do is play a single star fighter missions, win or lose, to get it. DO NOT SPEND THESE POINTS ON UPGRADES! (right away). Instead, that is enough Fleet requisition to unlock EVERY SINGLE SHIP you can use (except the premium cartel coins ones). PLEASE PLEASE do yourself a favor and unlock every single ship with these points first. As you play you may find you want to try other ships, maybe you begin to enjoy Star Fighter, or maybe not. Maybe you just want a 'more effective' ship to your play style to make grinding out these 'dumb dailies' easier. Either way, the reason you unlock these first thing: ----Every time you complete a Star Fighter Mission you get a token for either fleet requisition or ship requisition. The SHIP requisition tokens apply to every UNLOCKED ship, not just the 5 in your active slots. A couple weeks later when you are getting comfortable with the game, and you want to try another ship, it will have already stocked up a bunch of ship requisition to spend on unlocking it things so you don't have to run it stock. ----The other ships can ONLY be unlocked with Fleet requisition. Fleet requisition is available to be spent on all ships as a generic pool for unlocking things, so it grows slower than Ship requisition. So spend it first on unlocking all the other ships FIRST, then you can use it as 'extra' requisition to unlock things on the ship you are using currently. Doing this will prevent you from 'wasting' those Ship requisition tokens down the road. Also it will be much harder to earn up enough fleet requisition later to unlock them after the fact should you decide you want to try something else later. - After you have completed the Introduction Mission, you will be able to pick up the daily and weekly missions. The rewards on these are 'more substantial' and the weekly one is needed to knock out that big payout Conquest mission. If you didn't know where to get it, now you do! Take some time to look over your ships weapons/systems and learn them. -The range on abilities is a big deal here often for offensive things, and also 'what they do'. Read the upgrades on the right when you click on a weapon/system and see how that ability specializes. Does this gun pierce shields/armor? Does this ability help others or just me? Does it have 'ammo' or just a cooldown? Check your crew -I put this last in the ship set up part just because its the most convoluted and my non-tested expert self just finds the bonuses to the most subtle in most cases. This does not mean neglect or ignore them as they are impactful! -The most noticeable bonus you will get out of your entire crew as an amature like me, is the CO-PILOT slot. Every crew member will have a passive bonus they give, but ONLY THE CO PILOT GIVES YOU A DIFFERENT ACTIVE (button in combat) ABILITY!. Every single 'seat'/section you read a crew members abilities, you will see their active and passive ability. This can be confusing because it implies selecting them in a different seat will give you another ability, but once you are in combat you will see that is obviously not true. The only thing to read about their perks they give if selected is their passive abilities when in any other seat. Just ignore the active 'button' ability they provide when reading them in any other seat on your crew. Don't use F3 when trying to evade an enemy, use F2 -Again, I'm no pro, but I do find that at least I have dramatically increased my survival of someone on my 6 by using F2, and NOT F3. -The logic I find is that you will be much less likely to simply outrun the enemy to survive than you will by using that engine power to use your engines dodge ability. Almost all engine abilities that make you move and dodge, will break missile locks and make it so that players cant lock on to you (not the same as target you) for a brief time. THAT will save you more than trying to outrun the missiles range, or the player. Sure there is a chance that they are out of engine power and cant boost to keep up with you, but odds are... not in your favor for this tactic. By using F2 instead, you are amping your shields up enough to soak up the enemy guns long enough to let your dodge do its magic (or get it off cooldown to use it again!). Granted sometimes the enemy will still overpower you, but in those cases, you also weren't likely getting out of trouble by simply trying to outrun them. Also there are abilities that slow you down and prevent dodge abilities... if your shields are already pumped up, you will be much more capable of surviving the incoming punishment until their locking you down wears off, than if you were in 'speed mode' with F3. Remember it takes a moment after the power shifting for the power to kick in. So don't rapid toggle the F keys. Save your Engine ability/"Dodge" for when the missile is ACTUALLY COMING, not at the first sound of lock on tones! -Your dodge has a cool down. While yes enemy can't lock on to you for a brief period, their locking on to you is far less dangerous than the missile that comes after they are done, THAT is what you need to avoid. The cooldown on your dodge is much longer than your brief immunity, they will simply lock back on and fire, and now you are in trouble if you used it early last time. However if you wait, their missiles ALSO have a cool down. So if you make them waste it by keeping calm and holding that dodge till the missile is inbound, your survival rate will increase by a lot. You will know when the missile is inbound because the lock on tone will change, and the warning triangle at the top of your screen will get larger. You may not have long to hit the dodge once its in the air though, so be ready! Counter the previous tip with offensive trickery! -You can often make an enemy burn their dodge out of fear. Those lock on tones will unnerve most players. I find sometimes its fun to pulse your locking on (stop holding the button before the missile is ready to fire, and then start it over). They will often freak out and 'dodge' then you can waste them while they are on cool down. -Alternatively, hold the lock on and simply don't fire the missile right away... let them hear that tone for a long time to break their nerve, it will often pay off to watch them dodge nothing then fire the missile. -Hold the lock on until you are nearly point blank, then fire away so they don't have time to dodge! This one is simple, but sometimes harder to do since the closer they are to you, the harder it can be to keep them in your sights. But if you can do it, then do it! This more than the other things will increase your effective use of your secondary weapon more than anything. -Bombers: many of your bomber options have their own lock on their AI will do. Use this to your advantage! Dropping a missile turret for example, the turret will try to lock on to them and will fire a missile. This does much less damage than say... your own torpedo!, drop the turret, watch the enemy dodge that weaker missile, then let them have the big payload you were holding! Don't always lock on right away! -Guns don't give a tone to scare the enemy and alert them as strongly. Shoot them a little first, then lock on. The free damage you get from those first few shots landing before they recognize the danger can often be the difference between a solid kill, or them slipping away. This is especially helpful against gunner ships camping, and people capping a location, but is still useful in general dog fighting as well. Again, I am not a pro, but learning these things has DRAMATICALLY changed my play and view of what I used to find a horribly frustrating experience to get my weekly conquest/seasons missions done.
  4. I'm glad to hear they are going to look at the rewards, but I am still sad that, especially now with the daily log in rewards having 150 fleet comms once a month, that they still aren't going to address the fleet comms still not being a legacy currency. Maybe split it from pvp currency (simply create a new one for pvp) and make it legacy? A quick check since the daily log in rewards shows that there has been a sudden return of players asking for that currency to be converted because they are accidentally claiming it on a character that doesn't have any comms etc.
  5. Fully 100% agree PLEASE. Why was this currency ignored when the others were converted to legacy, its been asked for several times. I accidentally claimed the 150 (that's huge when not involved with pvp) on a character that had none, and not the one I use to run the starship missions on, so I wasted my daily claim. PLEASE make this legacy, we don't even need a limit increase (honestly who has 10k of these on their entire account....). I just wish they would be legacy shared like all the others.
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