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Asbetos

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Everything posted by Asbetos

  1. Retros. They open up a very wide array of offensive options, here's a few I use most often: overshooting the static gunship on purpose to get him to start turning, then retro to get him back into your sights (result: safe-r from a point blank slug or BLC in your face); changing the angle of attack in a joust with a simple, fast twitch; getting those 4 annoying pests on your tail ahead of you so you can run or start blasting them out of the sky and many, many more.
  2. Shame it's so late in the middle of the week. Could you try to make some of the future stock nights either on a friday/saturday or at least a few hours earlier (9pm EST = 2am GMT, 3am for me).
  3. Good point there, I haven't ran into such a situation yet though. Still, let's examine how much of not seeing the gunship is actually a poor choice of components/crew from the players side (underlined will be the range at which the gunship is visible on sensors): Sensor Dampening T1 gunship = 4,000m (Dampening Sensors) + 2,000m (crew) = 6,000m T2 gunship = 1,600m (base) + 4,000m (Dampening Sensors) + 2,000m (crew) = 7,600m T3 gunship = 2,000m (crew) Sensor ranges Scouts T1 scout = 22,500m (base) + 5000m (Range Sensors) + 3,000m (crew) = 30,500m vs T1 = 30,500 - 6,000 = 24,500m vs T2 = 30,500 - 7,600 = 22,900m vs T3 = 30,500 - 2,000 = 28,500m T2 scout sensor ranges = 17,500m (base) + 3,000m (crew) = 20,500m vs T1 = 20,500 - 6,000 = 14,500m vs T2 = 20,500 - 7,600 = 13,900m vs T3 = 20,500 - 2,000 = 18,500m T3 scout = 20,500m (base) + 5000m (Range Sensors) + 3,000m (crew) = 28,500m vs T1 = 28,500 - 6,000 = 22,500m vs T2 = 28,500 - 7,600 = 20,900m vs T3 = 28,500 - 2,000 = 26,500m Strike Fighters T1 and T2 = 18,000m (base) + 3,000m (crew) = 21,000m vs T1 = 21,000 - 6,000 = 15,000m vs T2 = 21,000 - 7,600 = 13,400m vs T3 = 21,000 - 2,000 = 19,000m T3 = 18,000m (base) + 5000m (Range Sensors) + 3,000m (crew) = 26,000m vs T1 = 26,000 - 6,000 = 20,000m vs T2 = 26,000 - 7,600 = 18,400m vs T3 = 26,000 - 2,000 = 24,000m Bombers T1 = 20,000m (base) + 5000m (Range Sensors) + 3,000m (crew) = 28,000m vs T1 = 28,000 - 6,000 = 22,000m vs T2 = 28,000 - 7,600 = 20,400m vs T3 = 28,000 - 2,000 = 26,000m T2 = 18,000m (base) + 5000m (Range Sensors) + 3,000m (crew) = 26,000m vs T1 = 26,000 - 6,000 = 20,000m vs T2 = 26,000 - 7,600 = 18,400m vs T3 = 26,000 - 2,000 = 24,000m T3 = 18,000m (base) + 3,000m (crew) = 21,000m vs T1 = 21,000 - 6,000 = 15,000m vs T2 = 21,000 - 7,600 = 13,400m vs T3 = 21,000 - 2,000 = 19,000m So, in conclusion: T1 gunship can "hide" only from a T2 scout and that's only by 500m, against T1/T2 strike fighters and T3 bomber it's borderline so let's you can get surprised, a T3 gunship can't hide from anyone and T2 gunship can hide from T2 scout, T1 and T2 strike fighters and T3 bomber, but with the defensive capabilities of the T2 gunship, that's perfectly justifiable IMO. If someone whines that you can lose out with those component/crew choices, you don't lose anything game-breaking, if really required I'll post those too. Doesn't every topic lately turn into SOME-class whining?
  4. They already are. The fact that you don't notice them until they fire a shot is, well, kinda your problem.
  5. Considering the fact that it breaks very rarely, I'd rather have them spend that time working on something else. It's just a minor QoL issue.
  6. Actually, it has been mentioned quite a few times. GSF is currently tied to character in every way except for achievements and I highly doubt BW will be changing that anywhere in the near future.
  7. Again, I completely agree. However, CoD is an FPS game and FPS communities are much different than MMO ones. FPS players are driven by the competitiveness and to be better than others, while that's mostly not the case with MMO players. I haven't played CoD MP since CoD:UO, but I played AA (Americas Army) for quite a few years (up until the death of 2.8.5) and played sniper a lot. I find it much easier there than gunship here because you can literally camp and if you're good enough, the enemy team needs at least 2-3 players rushing you at the same time to kill you. Not to mention that 1 hit anywhere except the limbs is a kill-shot which is not the case here (only crit on a scout or DO can be a 1-shot).
  8. I completely agree that's the way it should be, but unfortunately, my experience over they years tells me it's not the case with MOST MMO players. I am like that, you might be, Verain might be... but I'm fairly sure most are driven by achievements.
  9. CTRL+U never works for me. The only solution is to quit the match and get a messed up normal UI. Again, even there CTRL+U doesn't help no matter how much I spam it. The only thing that helps is a relog. Also, it's happened on 2 separately downloaded and installed clients.
  10. Neither of those comes even close to the burst that the scout can deal. Bit of math (done plenty of times by many people, but some obviously still don't know), will assume all the damage goes to shields, should be enough to prove the point: T2 Scout - Burst Laser Cannon + Cluster Missile + Targeting Telemetry + Damage Capacitor Time: 1.3sec (Lock-on time of mastered Cluster Missile) Range: 500-3000m (mid-range for Burst Laser Cannon) Burst Laser Cannon damage (T4 ignore armor, T5 shield damage increase) Shields: 846 (1480) Hull: 719 (1258) Cluster Missile damage (T5 double volley) 2*443 (775) out of which 54 (95) to hull regardless of shields Total damage done Nothing crits: 2*846 + 683 = 2375 Both BLC shots crit: 2*1480 + 2*443 = 3846 Both Cluster volleys crit: 2*846 + 2*775 = 3242 Everything crits: 2*1480 + 2*775 = 4510 T1 Gunship - Slug Railgun Time: 2.7sec (charge time of mastered Slug Railgun) Range: not important for raw damage without accuracy Total damage and Slug Railgun damage (T4 accuracy increase+tracking reduction, T5 crit) 1600 (2400) So, bottom line is that a slug crit does roughly the same amount of damage in double the time a scout deals out if none of his 4 hits crit.
  11. 1) Happens to me as well, sometimes even in the middle of the match. Rare enough not to bother trying to do anything about it though. 2) and 3) Don't use Redeemer and haven't see on other ships. 4) Tier choices reset when you change components. Eg. You have Clusters on your sting with both T4 and T5 right, switch to Rocket Pods, switch back to Clusters and both upgrades are left.
  12. That is true, but giving higher rewards means that players go through the content faster and, in MMOs, most people lose interest when they are done grinding things. That goes especially for the average players that don't stand much of a chance in collecting MVP medals unless we see the matchmaker working properly. The net result you have is more people for a shorter time instead of fewer people that stick around longer. I fear that if they don't start adding content, the Requisition gain increase will only backfire.
  13. I'm sure many people would love this (not me personally though), but I highly doubt the engine can handle that. It can't even handle properly updating positions, such a huge amount of calculations would probably make GSF unplayable.
  14. How long have you been playing? People that get that many kills tend to have at least a 1000 games under their belt. Don't give up, read some tutorials around here, ask those pilots for tips, PRACTICE, PRACTICE, PRACTICE and you might just get there. The age and reflexes might be a set-back, but it isn't necessarily so. Ive watched my father (40+ at the time) do amazingly well in another FPS.
  15. Against newbs/noobs yes. Try to just "sit and snipe" on a gunship against any kind of scout that understands the basics of the game and you'll end up dead in max 15 sec from when he notices you. Try to do it against a skilled scout and you're dead in 5sec from when you come close. Sure, and then you get a random strike fighter with HLCs that parks up 6.5K away and picks off everything the bomber drops and the bomber himself. Yes, and that's the way it's supposed to be. It's a scouts job to neutralize gunships more than anything else. Go play against Scrab or someone of his (or close to) skill level. L2P or go play some zombie rush game. This is not a brainless "kill everything you see" kind of game, this is a tactical game where every ship type has it's own role to play and to win you have to use your brains.
  16. Maybe you should post this somewhere where it's more likely to be read by someone who matters (aka devs/Eric), like the Suggestion Box or even the General Discussion section itself. As we've seen, we can debate and draw conclusions here all we want, but lately, it falls on no ears from up above.
  17. Sheldon? Shelly, is that you? *Looks around for his sarcasm sign*
  18. You forgot to mention the ZOMG T3 striker. Along with everything you mentioned, it has an option to HEAL and not just itself, but everything around it as well or increase the accuracy of itself and people around it by an enormous 20% AND crit by 7%!
  19. The only real solution to that, as well as to check what kind of a job matchmaker is doing is *TAM TAM TA DAM* cross-server queues! And we'll be getting those with... Hmmm patch 6.66.
  20. G500S, but I'd go back to MX518 any day if it's wheel wasn't dead. It suits my hand much better and it definitely reflects my accuracy.
  21. With that I can agree, making it a, say, 30% would be quite a nice buff to it, might make it worth considering on ships that have a large hull.
  22. Thought you might just have phrased it wrong, just had to make sure people don't grasp for that straw
  23. The arrogance is strong with this 1.... There is a bunch of experienced veterans around here making arguments that have a mathematical background and you come along and say "you're all wrong because I say so" ignoring 5 and a half pages of this topic. I disagree. As you yourself pointed out a few posts ago along with many others, even 1 shot avoided from almost any weapon is worth more than what hydrospanner can heal. So even if you're fighting foodships, you pop RI when being shot at or Wingman when shooting and you're better than having hydrospanner for when the fight is over because you've avoided (at least) 1 shot, probably even more than that.
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