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Slivovidze

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Everything posted by Slivovidze

  1. Hey, I applied on the website. I'm returning player, now swiftly approaching level 65, going through SoR story with the whole Knights storyline in front of me. The character I applied with is a Guardian tank called Lala. I'll see about my other characters. I have one lv55 Scoundrel and one Shadow. I don't play them... Yet. I'm not in a hurry, but I will try to contact you in game asap.
  2. Progenitor, too, sadly had no luck in catching Rishi with two instances.
  3. Well, if the click cost us 100 CC, it would have been fixed already. But since it is just a progress stopping bug, we can't expect anyone to go and fix it in sunday afternoon.
  4. Loss is a sure thing, I thought it already worked like that? And, a debuff preventing re-queue for 5, 10 or 15 minutes, or just until that match ends. Those who will quit game for IRL stuff are reasonable enough to accept one loss on their account (who cares, anyways), and the 10 min debuff will sure not harm them, they went to do IRL stuff anyways. Those who ragequit because they are cowards won't be able to re-queue stright away. Which is good to prevent them from attempting to "choose a match".
  5. Youu could also look on some of the pictures I added in the second post and you would clearly see that it is easily possible to survive a lot even against a strong team with several aces. Of course Clarion is not OP, but I guarantee you that no team on Red Eclipse would eat Nem alive because I understand he is way better pilot than me and Clarion is a strong ship.
  6. Seems like you have found similar entertainment as I did. The ship can indeed hold for, like, ever. Gunships are harder, but it can still tank them for a bit. Sometimes the enemies focus you so much that they become free kills for your team. And when there is no other way, you can even troll an ace group a bit. My favourite is to just facetank everything for victory. I use large reactor, D-shields with the -3s recharge delay, Repair Drones with ammo refill and I do use Power Dive to avoid these pesky rockets because I just am not good enough pilot to evade most lock-ons.
  7. Well, I have just tried to put Engine Recharge on my Nova instead of TT, and, well... It wasn't that bad... I think that Progenitor's best gunships would take minutes to take down or would probably kill me somehow, but I managed to keep a threesome of above-average ones pretty much under control. Not to mention that S2E with Engine Recharge is like... "I am everywhere!" fun build... Well, guess I don't care anymore. If it makes ya guys happy, nerf the damn cooldowns to the ground, heck, remove them from game. But I will be hella pissed if gunships become the only effective ship. Now there is at least some flying and fighting, and I would hate to play a space version of Sniper Elite multiplayer.
  8. Did you just come into this thread to troll me, or what? You probably don't remember me so I will remind you that I main a Clarion and none of my ships have BLC or stacked evasion. I don't know how you get red-hulled so fast on your Rycer so I can not ellaborate here. I haven't suffered from similar issue on none of my ships, from Nova through Spearpoint and Pike to the Clarion. Maybe you had a weaker moment and didn't notice incoming battlescout? I mean, there is no stealth so it isn't usual to get shot by something you are unaware of, if you know what you are doing. Unless that thing is a gunship. Maybe you got shot by a gunship. If every top-notch pilot felt like there is a need for a nerf, then I wonder why did they find that out now, after 2 or more months of stable meta in this area. (Or am I wrong? Were there some changes increasing the burst recently?) Sorry if I look like I am whining, but I am just trying to provide some arguements to keep the last serious gunship counter functional. I will be whining if some radical nerf actually happens and gunships will be let 100% loose. Yeah and when a pilot knows they are coming, it is a good defense to not let them shoot you. That's how I survive them. I run. Of course they would outrun me, but fortunately this is a team game so I sometimes get them shot down by teammates or something. I'm afraid that figuring the actual ideal disposition is the least trivial part. I am arguing you here mainly because you just said "nerf" and when you say that, I imagine a nerfhammer smash that will put TT on par with Combat Command or worse. If you would say, don't let TT and CF be activated stimultaneously, you'd have a thumbs up from me. If you said, remove the extra crit magnitude or crit chance from TT, you'd get me worried, but I'd approve. If you'd just remove TT effect from secondaries (and thus pods) you'd still have my agreement. But I dunno if you imagine TT providing half the accuracy buff and no crit buff, then I have a problem with your solution. I won't try to keep it secret that from all classes I hate gunships the most and since it is well known that they can not be countered by bombers, they can not be countered by fighters and they can barely be countered by other gunships, I think the scouts are the last ones that can counter them reliably and I am afraid that if they got nerfed, gunships would completely overtake the control. Which is kinda my nightmare. Since this thread is coming from a gunship pilot (I assume, never played against or with Verain), seems like the counter works well.
  9. I honestly do think this is a gunship vs. scout thing. My fighter doesn't have any more problems with cooldown bursting scouts than it has with anything else. If they don't catch me by surprise, their CF runs out real fast to have serious uptime in a fight, and TT/BO alone aren't that strong. I think we could say that the cooldowns are threat to anything that is caught by surprise. That, again, is justifiable to me, as scout somehow adapted to the role of GSF interceptor. If we had actual interceptor class to do this stuff, then this discussion would make much more sense.
  10. Power Dive is a real lifesaver! Once you get used to it, it's a free 10s lock breaker that also often "evades" pursuers because honestly people don't usually count with this dramatic movement of their target. All other engines are mostly one-axis moves - forward or backward from your starting position, but Power Dive moves you so much that I swear my enemies are often very confused when they see me roll this thing. 3 out of my 4 ships I bring to battle have it, and that's only because Comet Breaker can't. As Romalina says, when not sure, tilt your stuff upwards 60 degrees or more and you shouldn't hit nothing. And as Kuci says, free cost and 10s CD provide a HUGE missile protection. Relevant to thread, I have also noticed the second cluster volley hitting after lock break, but I am not sure if it is just a visual or if it is actual damage (haven't got killed by it recently). I don't recall any other lock breaking issues, and my CB's slug doesn't seem to suffer any "drops" so I can't really confirm this stuff.
  11. I actually do S2E with shield boost and god forbid reinforced armor. And I fly the Nova, not the cattlescout. But that is kinda irrelevant for the purpose of the thread. Why should they have a chance to react to being attacked before getting red-hulled or destroyed, while I don't have any against their attacks? Pretty much everything this guy said. Funny that I, the average Joe pilot, can with more or less success counter everything without feeling like stuff needs to be nerfed, a top-notch pilot of Verain's magnitude feels a need for nerfs. Hell, I can survive those bursty freaks in a god damn Comet Breaker! If they take ship that shuts you down, take a ship that will shut them down. I think there is not "beat all" ship in GSF. Even the T1 gunships aren't like that. By "sneak on" I meant the miment when he is shooting someone else. When that happens I assume I have that "sneak attack" advantage - the second to land that one burst and hopefully kill him. After all, what I'm trying to do here is to express my fear of NovaDive and Blackbolt getting hit by the nerfhammer aimed on the Flashfire and Sting. I mean, Nova is bursty, too, but half as bursty as the cattlescout and don't tell me that you feel like Nova and Blackbolt are OP.
  12. I actually think that it is only the gunships (and bombers) who suffer from this burst. And newbies, of course, but these suffer from gunship's oneshots and fighter's torpedoes about the same. To kill a good gunship, one needs to sneak on her. Fighters can't really do much sneaking, so it's on scouts. And if you sneak on someone and take 3 seconds to kill him, it is not much of a sneak attack anymore, is it now. The burst is a part of the surprise sneak attack, the upper hand exploitation. And the gunship has simple defense against it, just press tab every 2 seconds. Against scouts and fighters, the uptime just is not as high as it is on the stationary gunship, so the potential isn't that great. (again, I talk experienced pilots, newbies fall easily to anything)
  13. Of course they are bursty, they can't stand in the fire shrugging off hits. That's like if I said that gunships have too long range in live. Burst can be eliminated simply by knowing they are coming, lack of which is pretty much gunship's only weakness and so it needs to be exploited by those who can possibly get one-shot killed by the gunship. I don't have problems facing cattlescouts in combat on live, but I know that I usually don't kill a gunship with my TT only, when CC is on cooldown. As you know, giving a gunship a second or even two to react leads to BR and neverending pursue sequence.
  14. What do you want, the most reliable countermeasure against gunships removed? Honestly the Nova deals like half the damage withtout TT and you should know better than anyone else that the friggen gunship needs to be killed A.S.A.f&@king.P. Of course these damn cattlescouts are a mess with these, but while fighting them I usually see their buffs and so I can brace myself. But you can't give a gunship time to brace himself! What use would Nova have with nerfed TT and thus toned down burst? Troll builds only? "Sportscar" which can boost indefinitely but can not kill reliably? I will rather see gunship pilots crying then having the most sympathetic ship suffer another nerf that wasn't actually directed at her primarily.
  15. Well that's what would be called OP. But since the the edge they give is not huge enough to justify that, they are just, FotM, or, BiS. Or, as Nem said, FotY. I can't ever forget that "nerf" several months back, that was supposed to fix armor piercing weapons, iirc, but it ended up halving Pods damage and that was pretty much it, in the meta. So the only ones who felt it were NovaDive pilots, while Sluggers and BLCers still happily thrashed as before.
  16. Kuci, you should consider that some people like to take fun into account when choosing their ships. I, for example, would never take FotM ships just to have easier position. Flashfire, Quarrel and Rampart, while strong for sure, are too boring for me, so they got replaced by Spearpoint, Comet Breaker and Clarion, respectively. While my killcount got lower, I bring another variables to the field, possibly making the experience more enjoyable for everyone. Fun > victory, in my tabs. And if one is a good pilot, they wouldn't save a crushing defeat just by taking a Flashfire over Spearpoint.
  17. I'm not a good pilot. I did not by any means want to imply that I think that Spearpoint is a bad ship. I like to fly it, but I am not so good under pressure, so when I know that I will likely have 2 or more enemies on tail for the whole game, I tend to take Clarion instead because that ship can survive that kind of pressure. Spearpoint does rampage when I get some space, but it is too easy for me to get shut down by a gunship.
  18. Tbh I think shield piercing is not that much of a threat, luckily. I mean, sure, guys flying with BLC's and HLC's will make some hull damage if you let them shoot you for a long time, but besides that and Slug railguns (which imo have abotu the right amount of piercing), there is not much shield piercing damage you will get easily, which seems right to me. Rockets, missiles and the slug imo deserve their piercing. Rockets and missiles for the effort, and slug railgun because it just makes sense. From the side of shield-heavy Clarion I can say that I am very tanky, unless I do stupid things. If there is a cattlescout shooting me into my double shield arc for extended period (which I tend to give them just to troll them), they will not get through the shield, but the piercing will at least make some damage. Same goes for gunships. Sometimes I just put shields up front and slowly approach a GS while it repeatedly slugs me. It woud make no sense if I was able to survive that crazy move without having hull damaged. And missiles? They are really easy to avoid in current meta. They deserve their 20% shield piercing because if one manages to pull off the lock and actually hits someone with a missile or torpedo, it would be kinda sad if it didn't leave any mark on the enemy. I think that if there was more shield piercing in the meta, it wouldn't be good. Tanky ships like mine would sure feel nerfed, but the ones with weaker hulls would suffer greatly. GSF is fast enough as it is, adding more shield piercing would make it even faster and less welcoming for new pilots. Also it would make shields, a.k.a. renewable health pool, more obsolete, which doesn't seem optimal in my point of view. Less shield piercing on the other way, would increase the difference in toughness even bigger. Shield-heavy ships would be indestructible, while the ones with weak shields would not really feel any benefit because their TTK would be even longer, while their shields would still vanish fast under fire. I think shield piercing is well balanced in the current meta.
  19. Well, I only bring 3 ships to fight anyways Clarion for serious fighting. Spearpoint for not serious fighting. Comet Breaker for when I eat or make phonecalls with other hand. But yeah limiting the choice to 3 would not be good. 90% of people would come with cattlescout, I/S gunship and bomber just to be ready for "competitive" battles, but when chill battles happen they wouldn't have any chill ship to use. Edit: Hey, what's your problem?
  20. Even though I have learned to deal with gunships, I still consider them friggin fun-killers that require half the skill to use. Hell, I equipped my Comet Breaker to my loadout just for lulz and whenever I take it out it just kills everything without me even trying. And I am usually bad at sniping. Now it is hard for me to imagine what difficulties do those "awesome" shipers with their Quarrels and Manglers have? Playing that must be killing fun not only for everyone around, but also for them!
  21. Nobody can ever call you wrong on this one, but thing is that if you would duplicate Nova build with a Flashfire, you would waste half of Flashfire's potential. To me, while they could be built the same, they represent completely different playstyles: Nova is best built as THE scout with the real ability to boost indefinitely. S2E, Engine Recharge, Quick-Charge Shield, or any combination of these make sure of that. Additionaly, you can only equip "lightweight" weaponry - Pods, LLC, LC. Flashfire, while having access to some of above mentioned components, is better built as the dogfighter with Disto Field, Clusters, BLC, or Quads with Pods and TT or BO systems. If anyone has access to Flashfire, there is no reason to count with them using LLC, Engine Recharge or Quick-Charge Shield. Sure they could, but since anyone has a Nova, they would better bring a Nova for these things and gear up their Flashfire for dogfighting like anyone else does. Not doing so would be like bringing Charged Plating on Sledgehammer. Because as we know, we can't swap components mid-fight, so if you can accomodate both Nova and Flash in your loadout, you can easily swap your strengths depending on situation. Which you obviously could not if you brought a Nova and a built-like-Nova Flashfire.
  22. It was my main ship for a looong time, from GSF beginning till Clarion came. I have 3 days of flytime with my Nova. Trick is simple, don't fight with people, instead shoot those who are fighting someone else. Also, awesome at gunsheep killing. Nemarus says that any (with that few exceptions) Nova build could be built on a Flashfire too, but I think it is safe to say that if you'd built a Flashfire like a Nova, you definitely aren't getting the best of it. Nova is THE scout ship, with absurd mobility. Yes I count with taking S2E converter and/or engine recharge. So to answer the basic question, yes, hell yes, it is worth investing in!
  23. Mouse and keys are the most precise by a huge margin. I can imagine X360 controller through Xpadder working, but you will never get so much precision and so much speed as with mouse. Joystick, that's barely gonna work. Bigger stick, more hand movement, nah. That's gonna hurt even more than the mouse.(no innuendos here, none at all) I don't think you will have success while playing on anything but mouse and keys, no matter how good hardware you will get or how well you'd map the stuff in Xpadder. GSF is designed to be played by mouse. Also, here you see the reason why multiplayer shooters on different platforms don't share servers. Mouse and keys just have insane precision and speed advantage.
  24. Same here. Pretty much nothing. Not that I'm expecting some rarities, I just burn my tokens there.
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