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Yndras

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Everything posted by Yndras

  1. We almost have enough people on to start the queue. Jump on guys lets test this stuff.
  2. You can reduce your mouse sensitivity in the in the mouse control panel icon in windows. Its under pointer options/motion 0 pointer speed dial. Moving the slider will make it faster or slower. Adjust it to your preference. Another thing to not is that the mouse will go further than the targeting reticule. The more it moves outside this( a line is drawn on your screen giving you an indication, the quicker you'll turn, if you have the pointer speed set too slow, or two fast, you'll likely have trouble manoeuvring.
  3. If you have anything other that an i5 the game can run badly. I upgraded my processor and found a huge difference. Went from an AMD Athlon fx to a i5. Never had a problem with any lag, and dodnt touch anything else. A solid state disk helps with the load times too if they bug you.
  4. Deathmatch usually digresses fairly quickly into gunship gallery. I prefer bomination tbh
  5. Almost all of my kills come from rapids. They are severely under rated.
  6. You really haven't played this game much outside of a gunship have you.
  7. Come on the PTS and help test the new GSF changes. There are a few of us in the queue now. As well as the new ships there is a new map.
  8. I agree with some of your points. I tend to play on the underdog team as I find it more challenging(Ie if reps are winning or rolling the imps, ill go fight on the imps and vice versa, the games are getting quite balanced on the harbinger now tho.) It was quite apparent to me that before I first started playing Bandeeto the imps were outright terrible. When i started playing with the imps it quickly became clear that they weren't terrible, they just needed support pilots, and a couple of guys that could carry and draw. I'm not sure if you guys are aware of the draw strategy, but basically you draw in enough players on you that your support or wingmen can pick them off, to do this you damage and shoot different targets and your not really chasing any particular pilot down. Now with out support fighters the focused target will eventually be brought down, and because he is so busy occupying the other pilots, he will not always get the highest damage or kills, but he is definitely invaluable, as is the person that sweeps in and removes them from his tail. I've a challenge to the Harbinger pilots, step out of your gunships and come fly.
  9. thats a fair call. The ION railgun also applies its affects much quicker as in its pre-loaded and the sheilds are gone in one hit etc, where compared with the cannons, which require hitting them a few times. This is also probably compounding the problem.
  10. Some people are intentionally focused because they can rack up big kills, and are dangerous opponents. Particularly in a gunship Snipe match the scout netting high kills with a high death count has certainly done his work, and the deaths are because the gunships are watching for him. I would score this player more highly, than a guy 6 and 0, as he is likely only picking off the running trash in a gunship.
  11. At the higher teir they are much better as you get to drop two drones. This is effectively a 100% damage increase for the drone, as you can create a security net of mines, drones and a repair drone. They will both shoot at the same rate effective tearing them too pieces very promptly. Before the top teir they are pretty difficult to use, good for behind an asteriod or a mesa to use hit and run tactics. When the strikes/scouts come in to get you the get slowed and peppered by seekers, and you finish them off as they try to run. Can be very effective tho needs some thought to use.
  12. You just don't understand it do you. ION missiles, and ION cannons, and ION mines all do the same thing. Yet its the ION Railgun that causes the problems. Hell even the concussion missile has an engine drain. Its not the effects that make it so leathal, its the range at which it can apply them. The aoe also helps. Changing the damage against sheilds or hull is negligible, all you do is make the Slug/Ion combination manditory. And you still dont change the matter, thats what most pilots do now. Hit you with ion, and make you a sitting duck with -40% movement and no engines, charge slug to finish you off. Weather the damage is against shields or hull is moot. The problem is the range, and the damage. And ill say it again as you seem to have problems with comprehension, its not exclusively in the condition where there is just one gunship(Although lets be honest, its a pretty ****** feeling being picked off in the midst of an epic dogfight with a worthy opponent), but when there are four or more.
  13. A joystick will not make you any better. If you suck with a mouse, your likely to suck even more with a joystick.
  14. I think you have missed the point of the ship. Its a new type of scout ROLE. Meaning you will have to play it differently, thus adding a new game-play style. I can guarantee you one of those aces that you think wont be deadly in the hands of will be popping your engine bits all over the battlefield.
  15. Clearly you cant count. I only ever mentioned two of the three gunships. I even made a footnote stating this.. And further more, how many scouts should you employ to purposely remove gunships? So you have to make the gunship turn? Using this analysis would mean you are flying across the gunships reticle, meaning your not going toward him, you are going away from him. You must be amazing if you can kill a gunship while flying away from it. I have never seen that done. What i'm telling you is that the range and damage given to the gunships increases exponentially as more gunships are added. The gunship on its own is not unbalanced, but as a whole, the range and damage compounds to an over powered state when the number of gunships reaches or exceeds 4. This is especially true in an 8v8 match, in fact this can be reached with as few as two or three in an 8v8 match. If you don't understand the above, i'm afraid i cannot put it any simpler.
  16. Nope, because its the range AND the damage that is the issue. Consider this, you have one gunship at 15km. There is a second gunship behind the first at 20km. A third gunship is off to the left about 25km away. You see the first gunship and engage thrusters. The gunship is aware and loads up a charge. You notice the charge and divert all power to shields. While dodging and moving erratically you add an extra 3km to the distance needed to get close to the gunship to missile lock scare him. You eat the railgun shot as you line up the missile lock. meanwhile, the second gunship now has you targeted. he begins to charge his ion cannon. the first gunship runs, hits his barrel roll and you thrust to chase, as your chasing you eat the second gunships ion cannon. Your now dead in the water and force to transfer power to thrusters in order to move so you can escape. You get power back to the engines somehow, and notice that the second gun ship is charging for the kill, you hit thrusters and initiate evasive manoeuvres. Now this can end many ways, either the first gunship lines you up and finshes you off, or the second gunship hits you with another ion cannon, or a <insert other ship> kills you with its laser cannons, or you just plain run into a conc mine. Notice i never even mentioned the third gunship?
  17. Burst laser cannons could do another balancing pass tbh. Currently they are way to good. And i have mentioned this before. But what makes them good is not the dps of the laser, but the burst damage. If your using these your looking for crits, and the crit mangitude with these cannons is insane. 1200damage on a crit if your at close range and you only need to hit once or twice to destryoy a ship, so you can time your shots, and tear people apart in a few seconds. In my opinion, any weapon that doesn't require you to have a good amount of time damaging an opponent to kill them is probably a bit overpowered. I think people should get at least 4 seconds under the reticle receiving damage before they are destroyed. You should be litterally tapping your feet to kill them if they are flying straight. But that's just my opinion. Most of my kills are from using rapid fire lasers, arguably, the weakest of the lasers available.
  18. Spoken like a pure gunship player. Have you ever played anything else?
  19. Or you take away the gunships range and/or damage capability. It is only this way because of its superior range and payload. Not to mention the ion cannon that stops you dead in space. YOu get hit with an ion cannon in a 4+ gunship match and your dead. Period. Even with 3 gunships, things are not looking good for you.
  20. If the active ability worked against the armour pen lasers it would be a great shield as is. Unfortunately this is not so, and until its either fixed or buffed, it will remain poor.
  21. I tried too but my eyes started to bleed and my brain refused to comprehend the text.
  22. Hi, I was listening to a recording of the recent Cantina Q&A and Eric explained the reasons behind the changes to the scoundrel knock down mechanic. It was explained that a good player could be punished for hitting their 2min CC break and effectively waste it as the character animation would still need to finish. While I accept this is a reasonable explanation it does not make sense that, as Eric explained the assassins spike will also knock an opponent flat, yet there is no listed change coming to that ability. Surely, if the same type of ability/mechanic is being employed for scoundrels and assassins, how can you leave one class with the ability, and claim the above as the reasoning for removing it but leave the other class with the broken mechanic? .
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