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RebekahWSD

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Everything posted by RebekahWSD

  1. Probably this, from the 2.6.2 patch notes:
  2. What I meant was there is no ship that a bomber can out turn. Granted the ready cover of the satellite does throw a (hydro)spanner into the works, but I maintain that it's damned hard to kill a pursuer without support. I've killed and been killed in the scenario too many times to believe otherwise.
  3. Bombers don't really dogfight. In a turning battle (the hallmark of a dogfight) the bomber will lose every time. Most of my kills on bombers have been head on engagements (tanking through the enemy fire) or finishing off someone else's target. This is part of why bombers get so many assists. If someone gets in behind me all I can do is seek cover and pray for help. Also, if you take away bombers' ability to boost you may as well remove them from the game since it'll take them a third of the match to even reach the engagement. The LOS issue definitely needs to be fixed and I wouldn't mind EMP missiles getting either longer range or a shorter cool down.
  4. I know some early access people who are just getting burned out on the game and taking a break.
  5. The most iconic battles in Star Wars were dominated by starfighters. The Battle of Yavin, arguably the most important battle in the saga had no capital ships at all (the Death Star does not count, it was in a class by itself). You can argue on the execution of GSF, but the choice to focus the game on fighter level combat made perfect sense.
  6. If you think mines are a pain here, you should try Star Trek Online! Granted I've not played in a while so I don't know what's changed but... any ship could mount them regardless of class they launched five at a time and lasted about a minute (longer than the cooldown) When entire teams used them the mine spam became so bad that tab targeting became useless. They were more like decoys than actual weapons. It was impossible to target actual players among the mess. Two to three mines per bomber is relatively tame compared to that.
  7. ...but do you suppose the bomber was designed with in mind?
  8. Impossible! No ship that small has a cloaking device! *Sorry. Someone had to say it.*
  9. I've only seen this happen once and that was in the final minute of a VERY close game. They basically retreated rather than risk giving up those final kills. I can't say it was a bad strategy.
  10. I had this happening to me yesterday. Running a repair from the log in fixed it. Or, as someone said in my thread on this issue:
  11. http://www.swtor.com/community/showthread.php?p=7184379#post7184379
  12. I think how it works is you're immune to lock on during the evade animation (i.e. barrel roll) in addition to breaking the current locks. I don't think there's any lingering immunity after the maneuver.
  13. You know how many times I've used ion cannons specifically to let another player or the satellite turrets get the kill? There is no such thing as kill stealing.
  14. LOL never thought of that! Mostly because I was infuriated at being forced to quit a match we were winning. Just went 2 matches w/o the bug occurring, where it was happening nearly every death before. The repair appears to have fixed the problem.
  15. Anyone else seeking this? I get killed in a DM, but the ship doesn't explode and goes into an unstoppable spin. Twice this has happened and I was able to respawn by hitting esc and getting the ready screen. A third time I respawned into another unstoppable spin. No control at all. I had to exit the battle. EDIT: Just logged out and ran a repair. It did repair something so... here's hoping.
  16. Regarding the OP's statement that the enemy team was leaving the sat undefended with the exception of drones... IIRC from the tooltips, mines only survive 120 seconds. Is it different for drones? Otherwise someone had to be replenishing them.
  17. I played a mine layer a few times today. They're certainly effective tick repellant but I found the game play kind of underwhelming. It basically breaks down to circling a sat and pushing two buttons with not much active interaction with the enemy, Being told you killed someone with a mine on the other side of the sat lacks the impact of seeing the kill with blasters or missiles. My 2 cents
  18. There aren't that many people playing (or weren't until today). The names of the aces become familiar. When you see several of them together chances are they queued together. I even queue with them from time to time. Bear in mind I'm not saying this is a problem, just saying the regular teams are easy to recognize.
  19. I believe visibility range is 15 KM regardless of sensors/dampening. If the gunship is close enough to shoot you you can see him.
  20. This should be doable. One of the first online team games I played, Return to Castle Wolfenstien, featured this. It was in the dark ages before VOIP was a thing. Just a series of short, simple, hot keyed requests and commands in a prerecorded voice should be more than sufficient to let people know where the trouble is. Of course, this could also turn into useless spam but then so could VOIP. Nothing's perfect. EDIT: Oops, someone already mentioned Wolfenstein!
  21. Does anyone know if the shield penetration on proton torpedoes was reduced? The 100% shield pen is pretty much the only thing that justifies the lock on time.
  22. OK just to explain this: it was a metaphor. It was said that Evasion was "king" in the game right now. All other defensive elements were "peasants" by comparison. It was in no way a personal attack on anyone.
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