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MasterAtin

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Everything posted by MasterAtin

  1. Much appreciated. That was one of the sites I was using until it went down and I wasn't aware the site was archived. Which is great as it would be sad to see Dulfy and company's hard work disappear. Thanks again.
  2. Recently I was using different guides to farm the gear pieces for the Dreadseed and Star Forager but the sites hosting them are having issues and I cannot access them any longer. Being the last piece I need, does anyone (off the top of their head) know what planet(s) and digsite(s) to find the Star Forager Armguards? Or have any guides available and working they can link?
  3. Has anyone else experienced their mouse hand going numb from the way they have their setup designed? Right now my mouse is sitting on a platform that is about 1-2 inches above my legs. I sometimes use a mouse pad with a support cushion, but I have found that anytime anything is pressing against my wrist, my hand goes numb. My hand is bent backwards when I'm using my mouse and I suspect that is a contributing cause for my hand going numb. Ultimately, It's most likely a medical condition like carpal tunnel syndrome, but I'm just wondering if anyone else has experienced this and have any ideas on how to make their keyboard/mouse setup more friendly towards one's wrist.
  4. Pre 7.1, I could queue as tank and get inta-pops almost instantly, multiple times in a row on multiple characters. Now I can't even get one as a tank. Which is unusual as now all characters can be any of the three roles, so there is far more versatility and flexibility in group content. Aside from the fact you can't dual queue and change specs after receiving your role, unless you do it the old fashion way. I will never forgive this transgression. Are you telling me, that when I queue as a tank, and the role in need is tank, and I'm not getting a queue pop at all...that there really isn't two dps and a heals queued up as well? Impossible......
  5. I do appreciate the time and effort you spent responding, but unfortunately it's mostly irrelevant to the content of the post. All good though. My posts were referring to the 5% add on to the mastery stat, and how my own math isn't adding up to the alleged "This implant gives you a 5% boost to your mastery." But again, thank you for the response. I do already have those more ideal implants.
  6. Per the title, I thought I was post here since there may be more traffic. https://forums.swtor.com/forum/199-vanguard-powertech/ Anyways, the +5% mastery buff isn't adding up to my own calculations. Just wondering if my math is bad or if I am missing something.
  7. Although the stimulated implant is universal in its applicability on all classes, my main is a Scoundrel/Vanguard. I either heal, dps, or tank on it. Don't worry about telling me I have the wrong implant for either class. Anyways, here are my stats in-game vs my own math (assume implant is 334 unaugged, no other gear changes): -With implant, no stim = 16,197 -With implant, proficient stimmed = 16,969 -With implant, versatile stimmed = 17,259 If I'm mathing correctly... With the proficient stim (accuracy/critical rating) activated, my mastery buff from the implant bonus should look something like this: 1.05*16,197=17006.85 or .05*16,197=809.85. 809.85+16197=17,006.85 With the versatile stim activated (mastery and power) activated, my mastery buff from the implant bonus should look something like this. 1.05*16,475=17,298.75 or .05*16475=823.75. 823.75+16,475=17,298.75 However, referring back to my first set of numbers, my mastery stat with proficient stim 16,969, and my mastery stat with versatile stim is 17,259. W/ Proficient: 17,006.85-16969=37.85. W/ Versatile: 17,298.75-17,259=39.75. Additionally, the difference between the 37.85 and 39.75 is about .05 (or 5%) It's a small difference, and I'm not ready to die on any hill about it, but I'm just curious if anyone knows why the numbers in-game aren't adding up to the ones I calculated irl. If my math is bad, be gentle.
  8. I highly appreciate the help. Any more runs of this fp I'll be sure to pass along this information. Thank you very much!
  9. Hello, I cannot seem to find a suitable guide on how to beat/survive Gorga Brak Master Mode. Every thread I've come across has listed different tips, options, strategies as to how to overcome his buffs that augment his damage, making him insta-kill. All of this is several years old and I was wondering if anyone has new, updated information regarding the best strategy. I've read the following that I can remember: -Don't CC break the grapple. -Use a DcD during full auto. -Don't move during full-auto. -Don't use a DcD during full auto. -Don't interrupt him at all. -Do interrupt him. -Stand in the fire because moving out makes him gain buffs. -Don't use your CC break when he does full auto on you. -Use a DcD during full auto but as long as it doesn't break the CC -There is no strategy, you either get lucky or you don't. My favorites are the "I've done it dozens of times and always did this and never had any issues." while another player comments the opposite thing and says "I've done it dozens of times and every time I did what you did, it causes the issue and we wipe." I'm sure there are other tips/strats I miss. Of all the boss guides I have encountered, this one has the most inconsistency between each other. But like I said, I can't seem to find a guide that is current nor effectively practicable. Though I have managed to improvise my way with a group through the fight at least 17 times so far. Any help would be appreciated so I can pass it along. Thank you
  10. And you would have won if it weren't for that meddling self destructor. I feel ya.
  11. I kinda already figured there were more threads, I did come across some a while back. I purposely made another one as I'm told that if the player base makes enough noise about an issue, devs actually give it a bit attention. And I wanted more heat and attention on the issue.
  12. As we all know, self destructors are essentially win trading in gsf. I mean they're not, as there isn't any actual evidence or proof, but lets be real. Matches have been won and lost because of it. And yes, I am well aware of the vote kick option. It however doesn't always work and the player isn't always qualifying as "inactive" or "not contributing." There isn't a slashed zero beside their name So before I make another post that's a bit more spicy and make a fool of myself for assuming there isn't any talk from those who can actually do anything about it, is there any talk from Bioware or associates about any solution more optimized to discourage this sort of degeneracy?
  13. Let me reiterate since folks are having a hard time understanding me. The match was over in less than 30 seconds, and both teams were nearly full. I'm just going to pass it off as a glitch, a singular, random occurrence.
  14. Recently won a match in a matter of seconds. Like within 20 seconds of initial spawn I know if there are insufficient players in a match, "The Warzone will end unless more players join." And the win goes to whichever team happens to have certain, higher stats. That is not the case. Factually speaking, both teams were well populated. Both were short 1-2 players from full roster. My team mate got one kill off, and it was an instant win for us.
  15. Yes. Even with EMP Field to disable drones and destroy mines, bombers can still deploy measures. On top of that, skilled bomber pilots use mines and drones as makeshift shields against attackers. You're hitting something, just not the bomber.
  16. I agree. I like the concept of the gunship, and how devs managed to translate "hard scoping" and "quick scoping" from FPS games into SWTOR. But GSF is no doubt designed and geared towards dogfighting. Gunship sounds intentionally implemented because they knew players would struggle with dogfighting.
  17. Sadly, vote kick is completely useless. It only applies to ships who are static for several moments away from objectives, not building certain stats like damage, objectives, assists, etc. Repairs should absolutely count. But it looks like they don't. Bombers that embed and act as repair nests for their teams do indeed contribute. The fact they're punished with an inactivity warning despite contributing infinitely more to their team than a feeder ever will, tells me devs are punishing players and rewarding the feeding NPCs that throw matches and cause losses. It's sickening. And in my experience in video games, telling your team to vote kick someone does literally nothing. The feeders spawn and self destruct. Their "rotation" if you will, allows them to bypass the "you are no longer contributing" mechanic. Just build an algorithm that identifies key behaviors and stats on players (and their legacies) that are consistent with feeders that spawn and die over and over again. If no damage, +1 to kick counter If no objectives, +1 to kick counter If no shots fired, +1 to kick counter If player self destructs seconds after spawn, +1 to kick counter If player self destructs multiple times in a row, +1 to kick counter If the game scans these and adds them up and reaches maybe 3-4 marks, then the player is automatically booted. Obviously this could be improved upon or optimized. These are all common behaviors I see in feeders.
  18. Easy to kill when I use Ion cannons and Heavy laser cannons. But every match I've been winning in where enemy team starts to go all in on gunships, our lead decreases rapidly and/or we lose. Every match. It's enough to say too many gunships can make a match very one sided. I've never seen that with any other class of ship.
  19. If can identify the player doing it, get close and break LOS and hide from them till the debuff goes away. That's what I do
  20. Apologies, let me clarify myself to avoid any miscommunications. I'm not declaring there are actual differences in regards to performance and stats, I only mentioned the fact that my experiences told a different story and I wanted to see if anyone had any similar experiences. It's not looking like it at all, therefore, I'm the only one and there aren't any concerns or actual issues. Which would suggest the only problem is on my end. And I'll reiterate that I am not disagreeing that they are the same ship. I will however clarify on my optimization claim regarding the blaster bolts. I'm speaking strictly on the animation, not the actual damage stats. I know that regardless of how many bolts appear after each firing, the damage will be the same. I will however stand by my saying that I see more blaster bolts on Flashfire than I do the Sting. Again, not an issue in regards to any stats that matter, just something that made me wonder if Flashfire received more tlc than the Sting did. Also, I like your hyperlink at the bottom.
  21. So I've noticed when I play Flashfire, I absolutely slap enemies of varying skill. Higher accuracy, faster kill rate, more damage, etc. Sting on the other hand, with all the same components and crew, my performance drops. Decreased accuracy, fewer kills, less damage. Someone mentioned the deselect bug? In the hanger bay for components. That wasn't the case. I also feel like the Flashfire is better optimized. I seem to see more blaster bolts when I fire. Usually 5-6, while with the Sting I only ever see 2. Sometimes none at all which bugs me. Secondly, when you hit your target, the damage done float text appears next to the enemy. I see it frequently when I use Flashfire, but maybe 1/2 hits on Sting. I got 3 kills as a flashfire in less than 10 seconds. With the Sting, it took me twice as long to kill a straight flying NPC bomber with Targeting Telemetry/Burst with concentrated fire. Anyone else experiencing this?
  22. Hard counter Remote Slicing? Get rid of it all together. Its absolutely terrible having such and OP ability. It's borderline broken. I'm its extremely rare to see it. Get rid of the engine disabling debuff, rest is fine.
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