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ThutmoseV

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Everything posted by ThutmoseV

  1. One on one, many ships will defeat gunships. Just come in from the side or behind and use cover. If they aren't wary they won't even notice they are being hit until they have lost most of their health. Good gunship pilots will see you coming and evade. The hardest problem with gunships is when multiple gunships form a gunship wall. If you think that gunships are op, fly one yourself. The easiest way for non-gunships to beat a gunship wall is to make coordinated attacks, so that the gunships can't gang up on one target at a time. But that is rare when most players are solo queuers, so the best thing is to probably switch to gunship yourself. Stay close to teammates and let them come to you. Try to be at the same range of any approaching opponent as other friendly gunships, so that if one opponent gets too close, he gets hit multiple times. Of course, skill and experience are always the most important factors. If they are more skilled than you, it will be tough in any ship. Here is a video made by a top player faced with a gunship wall. I was a solo queue and happened to be on his team in this match. We both stated with strikes, but after they formed a gunship wall, we both switched (independently) to gunship. Pink Freud ran up a big score and we pulled it out. Notice the low score. Most of the pilots on both sides were careful and did not feed. Some people do not like such "gunship chess" matches, but I like them, they make you think. https://www.youtube.com/watch?v=VIaqRL9X47s
  2. This topic has been discussed at length a long time ago in this thread: https://www.swtor.com/community/showthread.php?t=926753 The bottom line is that it is not possible to implement both HOTAS style controllers and mouse and keyboard without giving one or the other an advantage. All SWTOR players have mouse and keyboard, many SWTOR players do not have flight controller setups. If you make GSF a HOTAS game, you will exclude a substantial portion of players.
  3. When GSF stated the spawn point ships all had strong invulnerable turrets. They changed it soon for tdm matches because a team that got a small lead early in the match would all just head to the spawn ship where the enemy could not get at them without being destroyed.
  4. Cause why have Torp's with long range, if I can't fire or even engage LOCK-ON till <4,000m 90-95% of the time. My guess is that you are not keeping the target within the protorp targeting circle. It is the smallest of any missile. The target must remain in the circle for the entire lock on or you have to start over. Check if you have the targeting circle increase selected in your Protorp upgrades, that will help some. The small target circle and the long lock on are to be expected for the missile with the biggest damage. It will be the smallest of the 2 circles, the wider one is your primary blaster weapon. Does it start lock at first then lose it? Or does it never start lock at all?
  5. I think proton torpedoes should stay the same. The thing about proton torpedoes is that it makes it a bit easier for the average player to get a kill. The top players are good at using all their weapons and get higher burst damage. They get more kills because they do more damage before their target can evade or escape. The lower skill players do less damage with their blasters and are not as good at following up to finish the target. But GSF is a multiplayer game where many ships might be in a confused melee. There is always a chance that you lock your missile on an opponent who is low on energy, been hit by something like EMP missile or remote slicing, or has just used their missile break. So you have a chance to get a kill. I think in a game where all skill and experience levels are mixed together in the same match, giving less experienced players a better chance to get some positive reinforcement might help them stay in GSF long enough to improve and enjoy it more, which would help the whole game.
  6. My rule for using hydrospanner is use it on cooldown whenever my hull is not green. You gain nothing by saving it, and the more often you use it the more total damage you can repair. For repair drones it depends on many factors. How badly are you damaged, do you know where a repair drone is, how far away is the repair drone, and can you accomplish more by continuing to fight instead of taking time out for repair. If you are on a sat that is being actively contested, and the nearest repair drone is away from the sat, it is better to stay even if you end up dying. If you have DO and have reasonable offensive ability against the current opponents, you might be better off still fighting even if your hull is red.
  7. I think it depends on whether you solo queue or have a group. If you solo queue I prefer railgun drone, since you don't need any help to do more damage. If you are in a group, interdiction might be better, your group can cooperate with you and take advantage of the debuffs on the enemy.
  8. I never played with or against you a lot (though I'm not familiar with all your alts, so maybe more than I realized). But I do enjoy your videos. Lately I was inspired to try the rfl/hlc combo on T1F after watching you do it. I was also very impressed when you seemed to know not only where all the DOs are in Iokath, but also the engine overcharges, and had the mental bandwidth to notice when they spawned in the middle of the match. Don't let the haters get you down. It is far more important that you have friends like the ones on this thread. I'm not quite good enough to get accusations of cheating (at least I have not noticed any). But I have seen and played enough to know that skill is what is happening. I have been focused some. I take it as a compliment. I feel a losing match where I still was able to play effectively is just as good an accomplishment as winning a match. I also play chess. Many years ago I played in rated tournaments. If you want intense PvP action, tournament chess is the thing. Though the chess players are mostly a lot nicer than some SWTOR PvP players. These days I just play casually occasionally on the Internet. One piece of chess advice is to not get too caught up in openings. Just play a few openings that you like and have learned to avoid the traps. The endgame is where the extra wins will come from. Anyway, good luck!
  9. The way I got the Savior achievement is self abuse. I took a Warcarrier bomber to a sat, usually C in Lost Shipyards, and put out a repair drone. If no one was attacking it, I would bump into the sat hard enough to damage myself, repair drone went to work. Repeating that enough times would got the medal. I don't think I ever cost our side a win by doing that. The turret destruction one is actually harder. You usually need to be on the losing side of a dom match. But the other side can't be so dominant that they immediately come out after a gunship sniping turrets.
  10. I wanted to do some bomber matches, so I added these 2. One was a very successful bomber match where I stayed in bomber the whole time. In the other on I started in bomber, but after I died I switched to Pike to try to catch up.
  11. I use the Nvidia Geoforce software, which creates an .mp4 file. I am not that familiar with the technical details of video formats. Maybe your software is just better at real time compression, or you have different settings.
  12. It's been a while since I have added any Youtube matches, so I thought I would add some recent ones. These are all solo queue. The voice commentary on these are all added later. I am curious if anyone notices any change in my play from earlier matches. One thing I have just started doing is using Ion along with HLC on the Starguard instead of quad and HLC. I have had some success using the piledriver technique, but I don't think I am precise enough switching weapons to get the full benefit. With Ion once you've damaged the shields you only have to switch once. That also makes it easier to use on moving targets. I don't record many matches, at 1.5 to 2 Gbytes a match they would fill up my drive too fast. So most of the best ones don't get recorded.
  13. Last night in a match the following sequence occurred in a TDM: I fired a missile. Time expired and the scoreboard was displayed, score tied at 43-43. The list of awards was displayed in chat. A kill message was displayed both on the center of the screen and in chat showing my missile had killed the target. So the question is, was my last kill counted as part of our 43? Or would we have won the match 44-43 if it had lasted 1 second longer?
  14. Most gunship pilots choose sensor dampening, so it might be that a gunship you cannot see at the moment might have shot you at the same time. I have seen gunships at the edge of sensor range disappear, the reappear as I got a bit closer. I have not worked out the exact numbers, but 15k is about the detection range for some ships looking at gunships with sensor dampening and the silent running crew skill.
  15. Best ship for killing gunships is Starguard/Rycer with HLC and quads. Learn to use the "piledriver" technique of rapidly switching blaster weapons to increase burst damage, works best against stationary targets. A few gunships might use feedback shield, use missiles against those guys until their buff goes away. If you can sneak to the side or behind them, they might be so tunneled on their target that they don't react fast enough to escape.
  16. I have seen that jumping around behavior occasionally. It is caused by network lag. Players whose ships are doing this are hard to hit but tend to be ineffective on offense. Once I saw a bomber with lag move into right into the mist of the opponents, dropping mines as he went. In that case it did work to his advantage. On very rare occasions (like 2 or 3 times in thousands of matches) I have seen what appeared to be a ship that jumped around when being attacked, but flying normally when attacking opponents. But that might have been just selective memory when intermittent lag caused differences in how the ship flew. I have thought of 3 possible ways to introduce controllable lag, of various difficulties and unknown effectiveness. I have never tried them out, and will not describe them here so as not to tempt anyone from trying them. But if I can think of ways, others can also. So it might be possible for someone to set up a way to lag when he wants, and stop lagging when he wants. It has never caused enough of a problem for me, I have a lot more trouble when the top pilots get after me. I have never felt there was any other hack being used. I do not know much about how real time data about GSF ship behavior is exchanged between client and server, so I have no idea what would be possible. But it would require expert programming skills, plus either access to network driver source code or writing a custom driver, to hack ship performance. There are many ways for burst damage to cause a very rapid death. The most obvious is multiple attackers hitting at the same time. If you are fighting another player, it is not hard for multiple gunships to shoot at you at the same time as your immediate opponent is shooting you. Damage overcharge can result in a quick kill. A few players have learned where all the damage overcharge spawn points are on the map and have enough awareness to locate them while in the middle of the battle. Once I got very lucky and stumbled on 3 DO in fairly rapid succession, making it look like I had DO for a long time. Some players are very adept at using the "pile driver" technique on Star Guard/Rycer, switching back and forth between blaster weapons in such a way to greatly increase damage. I use that method myself sometimes, I am sure that there are players who have the timing down more exactly to get the maximum benefit. It is very common for missiles to hit at the same time as blaster fire from the same ship, I have had many kills where I don't know whether the missile or blaster did the final blow.
  17. Here's my channel: https://www.youtube.com/channel/UCp0nwsMAS5ILvkMBkQ8Lm8Q I know that thee are a number of others, you can see links to them in other forum posts or poster's sigs.. You should make a list in the OP. Put Drakolich's Youtube or Twitch channel on there too.
  18. My measure of an ace is how glad I am to see them on my team, or how worried I am to see them on the opponent team. Though there are always new names (not necessarily new players) who turn out to be real good. That doesn't mean I am always unhappy to see good players on the other team, as long as my team has some good players also. Games with good players on both sides are the most interesting matches, and the most fulfilling if I play well.
  19. That sort of thing never bothered me much, the main thing is I had defeated the opponent. If some guy chases me and I lead him to teammates who kill him, I feel just as much satisfaction as if I killed him myself. Every once in a while I see a good player self destruct when missile is going to hit. Maybe they just want to respawn sooner. But I never deliberately do that myself, though I have self destructed taking more chances with missile breaks or tight spaces when being attacked. Sometimes I get lucky and escape. Maybe opponent was using a low damage quick lock missile and I survive with a trail of smoke. I play chess online on my tablet and sometimes an opponent who is clearly lost will do the analog to self destruct by breaking the connection (I see a red bar growing next to their name) to make me wait until it declares me the winner, rather than just resigning. Once or twice opponents on that app have used temporary disconnect as an exploit in a game with a short time limit, such as 5 minutes for each player for the game. They will disconnect for a while, their clock stops, they get more time to think, then they reconnect before they lose the game, giving them a big advantage for fast time controls.
  20. Thanks for taking the time to analyze this match. I need a lot more practice on gunship. When I first started GSF I mostly played gunship. But when I started having some success on scouts and strikes, I got away from that. I find that I need at least half a match to get better at aiming railguns. You might have noticed that when I was on the gunship my aim improved as time went on. I have noticed my little hitch when I release the railgun shot. I will have to make a more conscious effort to eliminate that. I tend to save my distortion field for missile breaks, but you are right that I need to use it for evasion. I think some people overuse ion railgun. I noticed on the scoresheet that one of the opponents had 3 kills and 22 assists, I assume that guy was spamming ion rail. He probably would have had 8 or 10 kills if he used slug more, probably would have helped his team a bit more. Especially on Kuat, people get hit by railgun and jump behind a wall or pull back before you can finish them. If you get hit by an ion and get away, you recover your shield and energy a lot faster than you can recover the hull damage from a slug hit. My tendency to do short boosts probably comes when I am not sure where to go next. I just need to be move up closer, then wait for engine a bit so I am closer to the action when I do decide what to do.
  21. This game is scheduled to be released Oct. 2 this fall. There is supposed to be more details about game play revealed June 18. https://www.starwars.com/news/star-wars-squadrons I suspect that I will need a different controller to play this on PC. I also suspect that it will be a more difficult learning curve, at least for me, than GSF. However I also suspect that PvP play will be more even since there should be a much larger group of players to match skill and experience levels.
  22. It seemed that the problem had gone away for a while, but it is back now. For me at least, it only appears to affect laser weapons that were used the previous login. I first noticed the problem when it started taking twice as long to kill turrets with HLC.
  23. So if someone wants to maintain a vey high kill/death ratio, and is in a tough match that will cause that ratio to go down, he could leave in the middle of the match and his k/d ratio would be unchanged. I can't know if anyone is really doing anything like that, but sometimes it's hard to avoid cynicism. But I try to judge people's skill by performance in matches that I am in. A pilot who gets 6 kills and 4 deaths on the losing side of a 50-15 match could be performing just as well as a pilot who gets 15 kills on the winning side of the same match.
  24. I think sometimes people drop out of a match before it starts when they see the other team is far stronger and they don't want to be routed. I solo queued in an 8 vs 8 match against a well known team of 4 that was certainly using voice. They 3 capped us from the start and my magnificent total of 1 kill was better then anyone else on our side. I would not be surprised if some of the other players on our team would drop out before the start if they saw that team against them again. Note that the matchmaker probably had no way to prevent such a mismatch. If there are 5 veteran players and 11 inexperienced players queued, and 4 are on one team, there is no way to balance the match. The only other choice would be no match at all. On a few occasions I have seen veteran players drop out before the end if the match is going against them. I assume they just want to fluff their win/loss percentage. If you drop out of a match in the middle, does that count as a loss?
  25. In my opinion, the one change that would make the biggest difference would be to improve the tutorial. The biggest valid complaint about GSF is the steep learning curve, that requires a commitment to flying a lot before you become competitive. An improved tutorial would allow newer pilots to practice their skills without being killed right away. Here are a few of my suggestions to improve the tutorial. 1. Allow players to fly the ships on their hangar bar in the tutorial. This would allow them to use the same controls they would in matches, even on non-standard abilities like railguns, rocket pods, or some of the crew abilities. I think this change would be the best combination of easy to implement and useful for players. 2. Provide a moving target in the tutorial. Maybe have the speed increase after each time the target is killed, or have the target boost for a while until its energy runs out, then move slow until its engine energy refills. It could just fly a simple oval. You see newer players have single digit accuracy on the scoreboard, this would allow them to practice in a somewhat more realistic way. 3. Have a railgun sentry drone in some corner of the map. Give the drone about the same amount of health as a regular gunship, the same time to charge the railgun, and a chance to miss if the target moves laterally from the aim point. This would allow players to practice attacking gunships, using LOS and evasive movement, and improve burst shooting for faster kills. Even if the railgun sentry drone acted exactly like the normal ones in used in matches, it would still help provide more realistic practice. 4. Have a missile sentry drone in another corner of the map. Maybe this could need a missile lock on the same as a regular ship. This would allow players to practice missile lock breaks and LOSing missile locks. Even if the missile sentry drone was exactly like the ones in matches, it would still help practicing against missiles. If somehow all of these things could be done, it give newer players a way to practice in a more realistic environment without feeling the pressure of a real match with teammates you're afraid of letting down or looking bad in front of other players.
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