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Puja

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Posts posted by Puja

  1. Any ship flying back to the Capitol ships for protection should be "timed out" for a certain period of time i.e. not able to re engage or fire weapons. This gives the pursuer time to retreat and penalizes the escaping ship by taking them out of action for some time. Perhaps Capitol ships should enforce this time out via a tractor beam that will hold any friendly ship in stasis as soon as they come in range of turrets.

     

    I like that. They can run to timeout to gather their courage.

  2. The thing is I would be willing to wager that for every 100 kills made with a cluster missile there is 1 kill made with all the other missiles I listed combined. They simply aren't viable in dogfights with lock on times such as they have.

     

    In the time it takes some of those missiles to lock I could have killed two or three ships swarming me with my lasers instead.

  3. 15. You forgot this one. Running back to your own capitol ship while being hunted is such a ***** move that I'd love to see it punished (somehow). ESPECIALLY if you are a gunship and you're being hunted by a scout/fighter. You should NOT be able to shoot at someone while "safely in the capitol ship's turrets' defense area." Maybe the turrets mark you as a traitor for fleeing the fight and open fire... (this is really no different than flying too far out of bounds)

     

    I couldn't come up with a good solution for that, but it is why I think the turrets at the spawns, not on the nodes, should be weaker; so I can at least have a chance to kill two gunships that have run back to momma before the turrets kill me. Getting sniped is an annoyance I'm willing to live with, but then having that annoyance be compounded by the source of it running back to the spawn is annoying to the nth degree. :)

  4. Not sure if I've noticed what you are experiencing or not, but in Windows 7 I have set Mouse Properties > Pointer Options > Motion pointer speed two notches lower than default so that it is easier to hold my reticule on a target.
  5. I actually thought my suggested lock on time reductions were on the low side of what they probably need to be. Note that cluster missiles (what the vast majority of players use) are not on the list above. Those are the only functional missiles for me in the game having less than half the lock on time of any other missile. Even with my suggestions above I would still only use cluster missiles.
  6. I fly all 3 ship types for both factions. I have 91% of the GSF achievements (early access). All in all the game seems fairly well balanced so far, but these are my tweak suggestions.

     

    1. Make companion ability options exact mirrors for both factions. Currently this favors pub side in at least three ways and may very well be the primary reason pubs win more. Please match the imp side to the pub side rather than vice versa. The imp side options are gimped.

     

    2. Make C in Shipyards equidistant to both start spawns. C is much easier to defend than capture, but is closer to the pub start spawn.

     

    3. Increase range of all strike fighter weapons by 5%. May ultimately need to be boosted to 10%, but I would try 5% first. Strike fighter variant of same weapon should have longer range than scout variant.

     

    4. Reduce lock time on concussion missiles by 0.2 seconds.

     

    5. Reduce lock time on ion missiles by 0.2 seconds.

     

    6. Reduce lock time on sabotage probes by 0.2 seconds

     

    7. Reduce lock time on proton torpedos by 0.5 seconds.

     

    8. Reduce lock time on thermite torpedos by 0.5 seconds.

     

    9. Give ion cannons a default non-stackable 5% slow that lasts 8 seconds.

     

    10. Reduce Bypass to 30% shield piercing for 12 seconds.

     

    11. Debuffs from Ion Railguns should scale based on how charged they were. Simply clicking on the ion railguns should not give the full debuff. AOE should only work at 50% charge and greater.

     

    12. Slightly reduce accuracy and damage of spawn turrets.

     

    13. Give objective points for holding a node blue.

     

    14. Siege medal should be 4 turrets. Demolisher medal should be 6 turrets. Crushing the Defense achievement should be 10 turrets destroyed. Having these as high as they currently are requires potentially losing the game for your team in order to accomplish them. I farm these with a gunship on an alt on the imp side since it is more likely the imp side will be losing anyway.

     

    15. Autoboot "players" AFKing at spawn. Give no credits, XP, or req for players with zeros across the board. [Note this only works fairly if players get objective points for holding nodes blue]. This has become a really annoying issue imp side on The Harbinger. Are they AFKing for the credits? Experience? To troll? I have no idea, though one of the regular AFK players is named such as being AKF in PVP matches seems to be the point of that character's creation. I have just started leaving games that have regular afk'ers in them. I'll go play pub side until their bed time.

     

    16. I don't switch guns or missiles on either of my strike fighters. So in each case the 1 ability is wasted. Unlike with Gunships where clicking a target twice with ions and then switching and doing a full slug is very effective, switching weapons on strike fighters is not nearly as useful. The strike fighter ion lasers/missiles just don't compete with the OP gunship ions. Plus, with the ion lasers having shorter range than the heavy lasers they don't make sense as the opener. I would much rather have a strike fighter with a custom 1 ability like the scouts have. I still struggle to find a reason to fly a strike fighter other than to accomplish the achievements that require them. I fly a strike fighter when the games are hopelessly mismatched and we will win regardless of what I fly.

     

    17. Ships returning to spawn for safety should be put in time out for 12 seconds giving them time to gather their courage and re-enter the game. Cooldowns should be paused during this time. If the player had 25 seconds left before they could use an ability again when going in to timeout, they should have 25 seconds left when they are respawned out of timeout.

     

    18. Evasion should scale to some degree with speed. It doesn't need to be 1:1. Stopped could be 75% of evasion value compared to full, 100% of evasion value.

  7. Telling someone to que as a premade is not a solution, as not everyone has the option of doing that.

     

    Everyone has this option. Play a game solo. Afterwards message someone of similar skill level from that match to group with you. More often than not they will. Add people that group with you to your friends list.

     

    In any case, it would be a lot less disturbing to new players if it didn't say it was a loss, but rather just said the game was cancelled due to their not being enough players.

     

    Also, the game shouldn't cancel until the actual timer reaches zero. I've accepted a pop with 10-20 seconds left to do so and the game had already been cancelled, likely because I was slow to accept the pop.

  8. Shift-R opens up a chat with /whisper while in space combat. It appears this cannot currently be changed. It ignores the standard keybind settings and there are no space specific chat keybinds that I can find. Setting another space ability to Shift-R does not stop the chat window from opening and taking keyboard focus.
  9. You are rewarded a medal for guarding a node. Bronze for remaining within a short distance for one minute, silver for two minutes, etc. These are just like earning Defense medals in ground PvP.

     

    That is for green nodes. I'm talking about keeping a node blue.

  10. 1. Add an achievement and title for Guard MVP (holding nodes) and perhaps a second for Seige MVP (taking nodes) to compliment the Kill MVP and Assist MVP achievements.

     

    2. Give objective points for holding a node blue. You often win matches this way, but there is no indication at the end of the match that you were doing anything. Perhaps reward a half or third as many points for keeping a contested node blue as you would if it were green.

  11. These could be off by default with the ability to toggle them on in the UI preferences.

     

    Team UI

    1. Show direction of team members on firing arc circumference just like enemies. Optional options:

    - Show all teammates

    - Only show squad

    - Only show wingman (see below)

    - Only show squad and wingman.

    2. Ability to mark a wingman while in the hanger (highlight purple when you click on them). Wingman should have a purple name tag, purple firing arc direction indicator, and purple dot on map.

    3. Show an ops/group frame for your squad with health, distance, ship type icon, and perhaps even node indicator if they are within say 2500m of a node. Could even make it less, e.g., 1000m.

     

    Enemy UI

    1. Indicate in some way that you do not have LOS on a target. It is not always clear if an enemy is behind or in front of an obstacle. Faded if no LOS?

    2. Ship type indicators above nameplates?

     

    General

    1. Horizon Indicator on firing arc UI.

     

    Medals Screen

    1. Show match duration and UTC timestamp (no timezone offset) indicating the time the match completed.

    2. Don't show matches that end due to not enough players as defeats.

  12. It's not that scouts can be one-shot, as that's really okay, but rather that there is no effective counter build to a maxed out gunship with Bypass active.

     

    As a scout, when the gunship is charging, click Distortion Field and you will not get one shot and they will be dead before they can charge another shot.

  13. How long are these matches with really high dps numbers lasting? The matches I've been in are usually over with pretty quick, one way or another.

     

    You don't need a long match for high DPS so I'm figuring you mean high total damage done.

     

    10 minutes and just under 13 minutes for the two total damage done records that show DPS in their screenshots.

    ( Damage / DPS ) / 60 = elapsed time roughly

     

    There is a time limit. I've only reached it once and didn't think to check how long it was, but I would guess it's around 13-15 minutes.

  14. uhm, I got this achievement unlocked on 4.12. 3:49:25 AM. Pretty sure there are people who got it even before. Strange nobody posted it yet, I didn't mine because I didn't even seen it in achi section :D

     

    I was surprised no one had posted for it yet, but just figured most PVPers are like myself and don't have 8 characters with all their companions which means having done most of the PVE storyline on each of those toons. I unlocked the vast majority of the crew members with requisition.

     

    Oh well. :)

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