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GooberNoob

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Everything posted by GooberNoob

  1. I would be happy to see missiles have 0 lockon time and higher cooldowns. The way lockons break with lag makes them rather annoying to use, I have had a target in the middle of my sights and well with range break lock 3-4 times because of lag (type 1 and type 2 bombers, they don't have any missile breaks) if it was a rare fluke i would be ok with it, but it happens way too often.
  2. this thread got me thinking: what is the time to kill for a stock ship vs a mastered ship, so I did some basic math (lots of rounding numbers, probly some errors, point em out if you see em) on 3 possible scenarios, starguards firing rapids at each other at less then 500m, backbolts firing rapids at 3km and noob rapids blackbolt vs mastered blackbolt with laser cannons. all of these maths are factoring in evasion, armor, accuracy, shield vs hull damage amounts (assuming you took the more damage to shields option) and shield bleed-through for rocket pods. this also assumes that there is no movement and both ships are firing with their ships perfectly facing each other and have perfect aim. In fights where you are firing at the edge of your screen, accuracy and evasion will count for more, not less, so these are best case scenarios for the stock ships. for the TLDR here are my results: starguards less then 500m rapid fire: stock time to kill mastered 6.36 seconds mastered time to kill stock 3.33 seconds blackbolts 3km: stock time to kill mastered 5.49 seconds mastered time to kill stock 2.41 seconds with RFL 2.32 with LC -------------------------------------------------------------------------------------------------- my bad math notes: starguard/rycer RFL compairison maxed 3600 +30 per second shield 1450 hull stock 2880 shield 1450 hull 4.33 seconds for stock to break shields 2.11 seconds for maxed to break shields 2.03 seconds for stock to break hull (vs 14% armor) 1.32 seconds for maxed to break hull (vs 5% armor) stock time to kill 6.36 seconds maxed time to kill 3.33 seconds ----------------------------------------------------------------------------------------------------- scout duel 3km rockets and rapids stock: 722dps at 85% accuracy 405dps at 90% accuracy 20% pierce 13% evasion 2080 shield 950 hp 0% armor max: rapids 1145 vs sheilds 9970 vs hull 91% accuracy rockets 437 96% accuracy 28% pierce 2080shield 950 hp 9% armor 33% evasion stock effective dps: rfl: 341 (722* .52)*.91 rockets: 210 (405*.57)*.91 20% pierce = 168 vs shields 42 to hull sum: 509 dps with 42 bleed per second time for shields: 4.08 seconds, bleed in that time: 171 leaving 779 effective hp 1.41 seconds after to kill hull total ttk: 5.49 seconds max effective dps: rfl 893 sheilds (1145*.78) hp 777 (997*.78) rockets 362 (437 * .83) 28% pierce = 260 vs shields 101 to hull sum: 1153 dps with 101 bleed per second time for shields: 1.8 seconds, bleed in that time: 182 leaving 768 effective hp 0.61 seconds after to kill hull total ttk: 2.41 seconds now i'm going to try with normal laser cannons on the max (what I normally fly with) 1164 vs shields, 986 vs hull, 101% accuracy effective dps: vs shields 1024(1164*.88) hp 867(986*.88) rockets 362 (437 * .83) 28% pierce = 260 vs shields 101 to hull time for shields: 1.69 seconds 170 bleed in that time leaving 780 effective hp 0.63 seconds after to kill hull total ttk 2.32 seconds
  3. #103 Adjusting your mouse pad while flying through an obstacle
  4. for convenience's sake, could you include links to the 2 previous records threads?
  5. just had a good fight, premade vs premade (i think) domination in a flavor of the month bomber... Touchdown - Razorwire - Despair - The Harbinger - 19 medals Touchdown - Razorwire - Despair - The Harbinger - 19 kills (placeholders from here down i think) Touchdown - Razorwire - Despair - The Harbinger - 32 K+A Touchdown - Razorwire - Despair - The Harbinger - 13 assists Touchdown - Razorwire - Despair - The Harbinger - 61302 damage Touchdown - Razorwire - Despair - The Harbinger - 8 kill streak http://i.imgur.com/gvS0Itn.jpg http://i.imgur.com/N1r3PVk.jpg (to confirm it was a razorwire for the entire match) I hate bombers
  6. GSF happens in liquid space, why else would the ships stop whenever you stop applying thrust?
  7. likewise I think that was a good match mainly because the outcome was in doubt, the more we have good players focusing each other in close matches the better the games will be IMHO.
  8. Well, the match was surprisingly close for getting 41 kills. the other team has a couple reasonable gunships and some scouts/strikes did try to focus me for a while but they didn't use evasion cooldowns, came at me directly and ran out engine power when i hit them with ions, they did get me a few times but towards the end I guess they got tired... losing 6 people at the start of a match to a damage overcharge can be demoralizing so I doubt they were doing their best.
  9. That was me, on a mangler(gunship) my main impside is Touchdown, I primarily fly a sting but I leveled Novarae as a gunship toon, it's still not mastered, missing the last 2 levels of burst laser and sensors. (I posted this on the reddit thread as well) That was an interesting match... not sure what else to say about it, feel free to ask if you have any questions.
  10. I just had an interesting match, Novarae, Mangler, Despair, The Harbinger 41 kills, 16 solo kills, 5 assists(for 46 K+A), 4 deaths, 150810 damage, 84% accuracy http://i.imgur.com/T6HhLHL.jpg
  11. cannonhawk... The kid has no skill but far more determination then I have. I have no idea why, this is a game, supposed to be fun or a way to vent steam. He has become a joke at the start of matches "there's lordcannonhawk, free kill" I've done it quite a bit myself but I have a lot of respect for him if not understanding.
  12. Ok, I'll take a stab at it. Try to avoid flying in a straight line unless you are shooting at a target or do not have any enemies on your screen. Power management is a big thing in this game, F1 for power to weapons, F2 for shields F3 for engines and F4 to re-balance them. Unless you are shooting at someone or circling a satellite you will almost always want to have your power to your engines, engine power is life, slow moving ships tend to die and your engine ability is your primary (in some cases only) way to avoid missiles after they have been fired at you. Note that i said after they have been fired at you, not when they are locking on, there is a difference in tones when the missile has been launched at you, i'm sure you've heard it over your 10 or so games already =) try to wait till the missile has been fired to use your engine ability so they waste a missile and put it back on cooldown. When you have a ship targeted (E to target the enemy closest to your gun sights and then targets progressively further as you keep pressing E, R to target the last enemy to damage you) it has a lead indicator in front of it's direction of travel, that indicator is where the ship will be when a blaster bolt reaches it if it maintains its current direction and speed of travel, so it can be used as a guideline for where to aim but if they are dodging around you will have to guess at where they will be based on their pattern of dodging and where the lead indicator winds up. Predicting where a ship that is dodging around in every which direction is quite difficult, which is why you want to be weaving and dodging when you aren't shooting yourself and is why its generally easiest to kill a target when they don't know you are there or are trying to go after someone else themselves. Going straight at an enemy ship (called jousting when done with repetition) can be a good way to get kills vs targets that are targeting you when done with proper cooldowns (distortion field/charged plating and to a lesser extent quick recharge shield's ability) or at the right range, it takes some time to get it down, but the key is getting a feel for when its not going to go well and breaking off instead of following through, I can't quite fully explain it since I go by feel, but as a general guideline I tend to break off a joust by using my engine ability once there is a missile flying at me. Survivability is always my first priority when building a ship, the first 2 upgrades on your engines to reduce the cooldown time and power cost are the most important upgrades you can get, followed by your thrusters (I almost always go regeneration thrusters) for scouts and gunships shields are my next priority since disruption field offers another missile lock break when maxed out, from there its a tossup where to go next, just pick a build that looks good to you and go for it =) There is a good thread for ship builds on the front page of this forum: Stasie's Galactic Starfighter Guide (Ships, Components, Crew, Tips) Other then that, try to find some good pilots to group with and just talk with them and try to see how they fly in matches. Most servers have gsf channels which you can join by typing /cjoin channelnamehere for my server (the harbinger) the channels are: republic: flyboys imp: gsf I hope that helps.
  13. an ace in "meatspace" is indeed someone with 5 kills, but what are they talking about when they say kills? If you shot down a single bomber in ww2 chances are you killed 5 people but that doesn't make you an ace. If you did a single bombing run as a bombardier in a b-17 chances are you killed 5 people so that's not it. if an aviator shot down 5 enemy aircraft but all his victims successfully bailed out and lived is he an ace? yep. If you want to go by "meatspace" standards, anyone who has destroyed more then 5 ships over their career is an ace regardless of their K/D ratio. We need a different standard. To me an ace is someone I take note of because they are always doing far better then average, someone that in a game full of otherwise unknown players you would be worried about being on the other team.
  14. I love MMO math, 4 = 40 I'm Touchdown, my GSF alts are D'Hachell, Galil, Amchitka, and Edison'Trent. Galil and Amchitka are both retired from gsf for the moment. Who are you? I only remember being accused of having way too many alts by phatsac. BTW, the only one you thought shouldn't make the list that I know is a flyboy is Lendul, i've seen him carry matches before so I guess it depends on how you define an ace... I haven't seen rock'n'roll for a long time but early in GSF he was quite a pilot. edit: wait, lendul isnt a flyboy either, hes got his own guild but runs with us sometimes, I guess that makes it 0 I'm not in flyboys either though I often run with them, but I think you have their history a bit wrong, flyboys is a combination of pub players and imp alts from despair. If I remember right it started as a guild before the despair folks joined.
  15. lights would have better damage with a slightly worse arc but worse power consumption, as a main weapon i would prefer them but as a backup the low power use of the rapids edges them out imho. bursts would be flat out better with the exception of power use, perhaps too much better for balance.
  16. I actually like the rapid fires for my 2nd primary, they have a very nice firing arc and if someone is that close to me its generally because they survived at half my energy bar worth of heavy laser shots so the low power consumption is a bonus. The damage isn't good but it seems to serve as a decent finisher for folks who get close and out of your heavy's firing arc.
  17. Nice work m8. I don't think I want to know how many matches and gsf experience boosts that took. Once I get my current project up to 55 i'm planning on doing this with a toon I named Edison'Trent, kudos for anyone who gets the reference =)
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