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Danalon

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Everything posted by Danalon

  1. There are two types of "speed debuffs": interdiction effects and snares. One group stacks with the other, but effects of the same group don't stack. I'm not entirely sure about all effects but those come to my mind: Interdiction effects: Interdiction Drone Interdiction Drive Interdiction Mine Snare effects: Seismic Mine slow upgrade Ion Rail slow upgrade There are other effects (sab probe and ion missile I think), but I'm not sure in which group they belong. Also worth knowing: Those effects stack additive. This means if you get hit by a 55% effect of one group and a 45% effect of the other group your ship will stop immediately and the only way to move will be maneuvers.
  2. I use Open Broadcaster Software to record videos, although I don't upload them. If you happen to have an nVidia graphics card, you can also use Shadowplay to record your games. If you're having problems with missile locks, there can be several reasons. The longer your missile takes to lock, teh easier to actively evade it, therefore Cluster Missiles are the easiest to lock on. Utility missiles (EMP, Ion, etc) have long lockons and are usually easy to evade. Concussion missiles are somewhat ok, but they don't do well in close combat. Torpedos have a small firing arc but usually they are easily evaded actively and due to the long lockon and flight time it's often possible to just boost away and wait for a maneuver to come off cooldown. Another problem with lock on missiles has to do with lag. Usually you can't lock a missile at max range or close to the edge of the firing arc, because due to lag the game sometimes consideres these to be outside the arc or range. I try to stay at least 500m closer than necessary for Clusters as well as having some space between my target and the edge of my missile's firing arc. Also missiles don't lock on to the lead indicator but directly to the enemy ship, so it has to be the ship that's inside the missiles firing arc and not the indicator, which can lead to some conflict with firing blasters simultaneously. Different lasers have different advantages and synergize with some secondary weapons. BLC synergizes well with Clusters, because both are close combat weapons. BLCs have the advantage of AP, which is extremely useful against bombers with CP or some other sort of armor and satellite turrets. BLC schouldn't be used over 3km; they're best within ~1500m. BLC also have the highest accuracy and lowest penalty. HLC are the best choice for "long" range as they don't have the harsh dropoff of accuracy and damage like other lasers. And again, they have AP. Quads and LC are somewhat similar, both synergize well with Pods. Quads are basically a more powerful version of LC. Both do not have AP and need their targets to be centered well. RFL and LLC are designed for close combat, however they have severe disadvantages compared to BLC. LLC is the better choice of those two. BLC can fire even if the target is in LoS for just a short time, while RFL and LLC need a long time on a target to be effective. Neither RFL nor LLC have AP. You're correct about tracking penalty. The further away your reticle is from the center, the less likely you are to hit. Don't use target camera in dogfights, just go by the triangle indicator on the edge of your blaster firing arc whenever you can't see a target. Personally I never used target camera. When I get hit, I press R to see what hit me, while I evade or prepare an attack. Personally I don't use the neutral power setting ever. When I'm shooting, I divert power to weapons. When I'm flying, I divert power to engines. I only divert power to shields when a fight is over and there are no enemies left and I want to regenerate shields - or when I'm guarding a satellite with a bomber to have more shield power to absorb a surprise railgun hit.
  3. Take your time, it's a lot of information. Some of us have spent thousands of games acquiring it. There are two things important to know as a new player. 1) Controls, including how weapons work. 2) What ships, components, and upgrades are good and why they are - most of the second point is in the Stasiepedia. Hulls don'r repair at all, only shields will recharge over time automatically. There are 3 possibilites to repair your hull. First, Hydrospanner, a copilot ability. Second, Repair Probes, you can see when you're getting repaired by one by a green beam emmiting from the probe to your ship and also a small drone appearing close to your ship. Third, an ability (I forgot the name) of the T3 strike (Clarion/Imperium), I think a small drone will appear close to you if you're affected by it. All three of those have buffs which will appear on your buff bar, this includes not only repair effects but also ammo/shield refill, if upgraded.
  4. - Regen rates of the 3 energy pools depend on the class, components, and upgrades of a ship and the energy distribution that's selected. Standard keybinds are F1-F4 and they're pretty important. Ships do not repair themselves. - The upgrade you're referring to is a part of Quick Charge Shields, however QCS are considered to be weak. I also wouldn't call it "outside of combat" as that's not exactly what it is - for shield and engine energy the rule of thumb is: if you spent some of the energy, it's regeneration is negatively affected. (I'm not sure about blasters) - It's not possible to target allies. As you seem interested in learning, I recommend to read the Stasiepedia. It's important to know that some components (or upgrades) are much stronger than others, and it's almost impossible to find out by the information the game provieds. There is a lot of information in GSF which would take a lot of time and effort to figure out by yourself, so feel free to ask as many questions as you want here.
  5. That's a good point. Also, almost all damage reduction upgrades are meaningless because most commonly used weapons have armor penetration.
  6. I think the only way to actually one-shot a strike is a slug railgun by a gunship with damage overcharge. However, depending on your construction, even that might not be enough and it has to be a critical hit too. If it "was done pretty often" then it's more likely you got focused by more than one gunship or a scout with cooldowns (or DO, or both) killed you. A scout with DO needs less than a second to kill a Strike, which might feel like you got one-shotted. There is no DO on domination type maps, so if it happened there too, you certainly didn't get one-shotted. You should know that strike fighters are the weakest class currently, because they lack several things other ships have. Strikes are slower and have lower evasion, lower speed, and less engines than scouts, which makes strikes easy targets. Strikes don't have the range of gunships and they also lack the standing power of bombers.
  7. 1) Satellites neither repair you, nor affect the regen rates of your energy. Repair drones repair your hull and, if upgraded, refill ammo or shields. 2) Everytime a shield arc takes damage of any kind, it stops regenerating for some seconds. So yes, as long as you take damage every few seconds, your shields won't regnerate.
  8. It depends on the number of people queueing. If there are just enough pilots on a server to fill one match at a time, it's better if people switch to even it out. All extra players playing on one side during an event probably results in the matchmaker having to open a wargame and having an an easier time to put those players together.
  9. I think another essential problem with GSF is how BW/EA make money with SWtoR. From what I see in game, I'd guess they get the most money from the cartel market packs. Considering the absurd prices some of those items have in th GTN, it would be reasonable to assume there aren't only people who pay a lot of credits but also people who pay a lot of money to get certain items. People want to look different, they want to be looked at, and they pay for it. That's where the problem in GSF starts. There is no fleet area in GSF where you can hang around and be looked at and feel "cool". A ship will never be inspected in GSF, except maybe someone checking which direction it's facing. The only thing a player can do to stand out in a positive way is to acutally play good, because most people will only notice the name of a person during the game and on the scoreboard. The problem gets worse over time, because there are always new armors/mounts/pets for groundgame, which encourage the "whales" to spend money again. Without new things being released every few weeks, there isn't a way to spend a lot on GSF and without people spending a lot on GSF there isn't a reason to make new things every few weeks. Ein Teufelskreis...
  10. Or maybe it drains 40 from the shield arc it hits, except if it's empty, then the other gets drained.
  11. If they didn't change anything, the packs have a chance to contain default colors for everything as well as the gunship paintjobs which were reserved for subsbcribers at GSF launch.
  12. They'll get an additional spawnpoint to chose from on their spawnscreen. You can mention it in ops chat, so your team might notice it easier.
  13. While the T3 scout is useful in a coordinated team, it has, in my opinion, very limited use in random groups, as most players don't make anything out of a tensor field. The same goes for the ammo refill, because most random players simply don't live long enough to make use of it - anyway, the shield repair or ammo refill options are usually things I buy last, when upgrading a ship with repair probes. For a new or inexperienced player I would only recommend buying a T3 scout if he's planning to play in a premade group.
  14. I'm not necessarily talking about true support roles. Supporting your teammates is also a part of being a scout. Think of it as attacking an enemy DPS who's attacking your healer, or in case of GSF, protecting your gunships from enemy scouts or your bombers from enemy gunships. I would not recommend buying a strike fighter, as they're the weakest class in GSF. Instead of spending 5k fleet req on the T3 strike (you're talking about), use that fleet req to buy the T1 (Razorwire) or T2 (Legion) bomber. The T1 is generally stronger at nodes but the T2 is imho the best support ship. It's repair drones are helping other bombers while Railgun Drones and Seeker mines keep up the pressure on enemy scouts. Considering the T3 strike (Imperium), it's not at all important how obvious it is when you're currently healing, burst damage in GSF nullifies most healing. The healing of the T3 strike has some severe disadvantages over the T2 bombers Repair Probe. The probe, if not destroyed, stays in place and your teammates can actively move towards it to repair. The T3 strike's ability has a relatively small radius and will only heal targets who are inside that radius when you trigger it. It's impossible to see how close teammates are and because of the small radius there's a good chance, you won't hit all targets you want to hit with it. Aside from that, the the T3 strike is still a strike which makes it an easy target for almost any other ship out there. It doesn't have the staying power of a bomber, it doesn't have the speed and maneuverability of a scout, and it doesn't have the weapons range of a gunship. While the T3 strike is arguably the strongest strike, it is still no match for the currently strongest ships of the other classes.
  15. I did that last time when I spent ~ 7k CC (those accumulate anyway via sub and I don't care about most CC stuff). I dislike lottery systems in general, but after that experience I will certainly not buy them for 110 CC, but wait for a sale.
  16. * If you have had a sub in early December 2013, you get the T1 gunship for free.
  17. The T2 scout (Sting in your case) is probably the strongest ship for almost any 1v1 situation, however, it takes a lot of practice to use it to it's full potential. Usually, I recommend buying the T1 gunship and bomber (Mangler & Razorwire) for the 5k fleet requisition reward from the intro quest. But you probably ahve done that quest already, so you need to play to get the required fleet reuisition. While you're saving the fleet req for these two ships, you might want to further upgrade your Sting. I recommend Burst Laser Cannons (with armor pierce), Cluster Missiles, Distortion Field (with missile break) and either Barrel Roll or Retro Thrusters, because those components are the easiest to handle. For the systems slot most pilots use Targeting Telemetry, but Booster Recharge also has it's advantages. You also should use Lightweight Armor, as evasion is the most powerful defense in GSF. Now to your question. The two most useful things in GSF an inexperienced player can do are sticking to the nodes in DOM and not feeding in DM. In deathmatch, it can be very hard to be effective with a scout. You need to constantly analyze your surroundings and the overall situation. Storming to the front and getting killed over and over is the wrong way. If it seems like you can't get much kills, you can always fall back and protect your group from attacking enemies. In domination, it's somewhat easier to be useful. A scout is usually the first ship to reach a node, so you can try to cap it, or at least keep it white until reinforcements arrive. If your team is defending a node, you can help them by removing attackers from the node, which includes gunships attacking your bombers. You also can help your team attacking a node. The T2 scout has BLC (burst laser) with armor penetration - it's very effective at attacking an unguarded (or badly guarded) node as it can boost in and kill all three turrets before the enemy team can react, often resulting in a cap. In both game modes, you have to remember GSF is a team game. If you're not strong enough, try to support your team - sometimes it's enough if you just distract the enemy. Also, I need to warn you. The skill gap in GSF has become extremely wide. There are pilots out there who can single handedly wreck an entire team of average pilots. You might also run into premade groups, who're impossible to beat for your team - although not every good group is a premade and vice versa. If you want to become good at this game, you'll need to stick to it for some weeks, if not months, and you should seek any help you can get. If you have a question, ask someone who knows; the forum is a good place for that. Try to find good pilots on your server, some of them gladly help less experienced players. There are also some very helpful threads here. http://www.swtor.com/community/showthread.php?t=821345 for new players http://www.swtor.com/community/showthread.php?t=741384 ask anything http://www.swtor.com/community/showthread.php?t=729222 "stasiepedia"
  18. Last time I bought some was when they were at 75. And in my opinion even that was too much, considering all the useless stuff that's in them. I might buy them if they drop the price to a more appropriate level.
  19. I was referring to a situation where I attack a Gunship and it runs away with little hull left and would have died with just a little more damage. I can chase it down, but that costs time. Getting behind other Scouts is the best strategy against them, however if they know how to use Retros, and have TT, it's still not a good idea to get into a turning fight with them. The additional turning also helps in fights at satellites or other narrow areas.
  20. Almost exactly my build. I use Reactor Boost instead of Quick Boost on Booster Recharge T5 and I use Retro Thrusters instead of Barrel Roll. It trades burst damage for mobility. There come some disadvantages with that. - It's somewhat difficult to kill good Gunships before they run away. - The lack of TT makes it weak against other Scouts. - It takes some time to kill bombers. The advantages all are related to the near infinite boost it has. - A good good pilot almost always has initiative with it. - It can boost to get in range and still has boost left to get away. - Bombers can easily be intercepted before reaching a satellite. - It usually is one of the first ships to reach a satellite and still has boost left. - It only needs to slow down to fire, hard to hit by Gunships. - It can chase down almost every other ship, if needed.
  21. As far as I know, they don't want people to hang around in instanced areas all the time. I only log in to play GSF, so my characters all are on the fleet in front of the terminal anyway.
  22. In my opinion only BLC really profits from range, because of the steep dropoff it has. If I understand the math correctly, the bonus from range is bigger when the dropoff is steeper. In a Q&P build, additional range doesn't give a meaningful bonus on damage and accuracy as well as a bigger range on quads has almost no effect because a Q&P scout always tries to maximize burst by firing both weapons. Firing quads earlier only would give the target more time to react.
  23. Ich werd leider nicht teilnehmen können heute.
  24. That means any DO slug crit over 4k proves it's 4800. That includes shots that weren't fully charged and the target doesn't have to survive. The reason you can't find anything is that there are only very few builds with that much hp and usually they get ion railed first.
  25. So I guess we need to check if a fully charged slug railgun crit with DO does 4000 or 4800 damage. Or do we look for other numbers?
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