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NeverEvar

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Everything posted by NeverEvar

  1. Nice one A bit less action-packed, but I like the difference to but your has nice mood, and some nice gameplay features Well done!
  2. Not a nerf way I would pick, but..without discussion Agree
  3. Yeah, that's not that. Getting killed over 30 times (top seen atm was 31) Takes determination and focus. The working theory is, that one guy, hates GSF, and with childlike behavior tries to ruin games for others. Or farm rewards. Yet I do believe that first on is of the case since a lot of those alts are below even getting daily/weekly, or even taking an intro to GSF quest
  4. 28. example 1 https://imgur.com/a/E4bWe6K 0/0/28 0 dmg delat Edit, changed like to did provider
  5. Hey there, we are encountering a plague during the last two weeks or so, of a mass self destructor., or few. Just a while ago, there was 31(!) Self destruct number. Even if that person(s) was reported multiple times, we need CS assistance. Please post screenies of self-destructs here. Not address them in posts, since that's forbidden. We really need urgent assistance, since that person(s) can fly 30-40 matches in prime time.
  6. Considering that there are new things coming to GSF, and we often see how TDMs end fairly quickly, would you think that 70 kills 15 min game would not be a welcome addition? (assuming that filling 12v12 issue will get solved)
  7. In a perfect world, you would be right, but with 12 v 12 ATM the outcome is not determined by the better team, it is mostly determined by the number of newbies on one of the teams, and yes, I agree, that pre-patch, one man carries where not the best system, one man impact is diminished a bit too much. Actually, if 4 man groups are in disadvantage, 1 man cant pull meaningful impact, and mind, that I don't mean the situation when one player can change the outcome of win/lose. But making a match somewhat more equal
  8. I do agree with Red, I would also want to add, that 12 v12, fun as it is, negates not only impact one player can have on a game but also puts most matches into 'who can farm fresh pilots faster, and even if it is a valid tactic, and was used frequently by a lot of people, I could for sure say, that it makes first/fresh experience with GSF, even less likable then it was prior to the changes that were made. Etrii
  9. Quads and cluster pair nicely, BUT, you sacrifice and Armor penetration on any weapon, meaning that turrets and charged plating build will be a pain in the bottom. BLC is superior to LLC and to Rapids, but Rapids are...ATM in a better spot, but just don't work that well on T2 scout, cause of relatively long TTK. Most common pairings are Quads/Pods, BLC/Pods, BLC/Cluster. I would also note that at current meta, Quads on t2 scout are...underwhelming since the nerf. Also with super buffed shields for basically everything, 9/10 times experienced player will just tank them. Yet they are a still a viable threat to other scouts OFC situationally they could work. But truth to be told, without BLC, T2 scout is barely worth using, except VERY unique role of gunship hunting, and considering how peelable scouts are now...other ships are better GS counters, most of the time
  10. I always thought that strikes need a range buff, engine buff and access to other guns. Like HLC for T3, BLC for T1. Also i think that giving 25-35% armor pen to all of the guns would be a nice touch. Cause when you think about it, a LOSing Bomber around a SAT is pain the *** for a strike, since he can have only HLC as a weapon with armor pen, that is semi-workable vs a CP bomber. Also it would prevent such situations that a newbie is facing against a ship that he has no tools to deal with. Still, CP would provide decent defense. As for missiles, concs should have there lock on time reduced, to be more workable vs 2 m-break ships, same goes for every missile except spammable clusters . Range. Anyone who flown with range cap 6900 HLC, and was able to adapt to GUI range indicator bug, knows that it provides a nice punch. I would suggest: Rapid.LLC, Ion 4000>5000 min Quad/LC 5000>6000 HLC 6000>7000 This would allow to make them more as a mid range specialist, would help to deal with BLC scouts(a bit) and would allow to clear mines. Armor pen on non HLC guns would help with turrets as well. Also it would decresse GS "Safe range bubble) Engines, Pool + 20%, Regen + 20% This should help with getting into GS range(which now, the same range is smaller, thanks to guns) What we would get is still a versatile craft, But with that changes the it can pressure and win vs any other craft. More spammable missile, armor pen, better mobility. Vs GS with HLC and changed range of HLC in a chase vs a gunship it could bleed the GS out. Vs bombers, it would negate part of CP super around sat advantage Vs scouts, it would get engage range, and ability to keep up for a short time in a run And sure, GS would still have range advantage and ion would be a pain in the ***. Side bonus. (LC/Quad armor pen/range changes, buffs Quad/pod and t1 and t3 scouts. bringing T1 scout closer to meta. And making a Quad/pod t2 scout another meta option)
  11. Sorry, but you all are missing the point. There is a bug, that is well known, that sometimes the picked up powerup still is "seen" on your screen. But not on your map. The WO/Yellow, You were trying to pick up was just not there anymore. The bug is annoying, but with practice you just disregard it It`s a graphics glitch not buff pickup bug.
  12. Both F2P and Preferred have unlimited access to GSF(with a slight nerf with Requisition gain) The most active GSF servers are: Harbringer(us) The Red Eclipse and Pregonitor(EU) And yes, the grind at this point is not needed. But it`s also worth noticing that skill trumps upgrades in GSF. Also, it`s worth noticing that GSF community is amazingly friendly, on almost all server you have a GSF channal(/cjoin GSF where people help new pilots, by grouping with them or just introducing them to mode mechanics ) You can always get ton-s of tips and advices on GSF forums http://www.swtor.com/community/forumdisplay.php?f=419 Regards Etrii
  13. When you mention " regen shields and slightly repair" Did you mean quick charged shields? Cause they have lower base shield value, that most popular directional shields (40% is the difference i think) Which makes you more vulnerable to burst dmg. So it can quite often feel like you are one shooted.
  14. Despon, that is not entirely true. Full ion and full Slug is more the enough to "two shoot" a gunship(we are talking typical evasion build with 23% evasion(lightweight and disto) with +10% shield power pool defensive companion. Shields in that build is 1870 shield per arc, with 1250 hull points. Full ion leaves it with 20 shields, so you need to inflict 1270 more dmg. You can also argue, that you can two shoot with a slug, since its only 3120 points you have to beat and 2 full slugs are 3200. Regards Etrii
  15. Not my intention to insult anyone. And nowhere i suggested that every Rep TRE pilot does that. I sad that i think that the side switching is a thing. And that i understand, why people can take it as "going for the easy win" Sure i could say: "Unrelenting" is this" "Ghost" is that and "Thrantas" are the other thing. But that's not the thing i`m pointing out. I pointed out then when you switched sides with 4 good pilots, you easily switch the balance setup, due to skill gap., and when a group switches sides from the loosing end, it can look like they don't want an even match, but want an easy win. And does people take looses hard? Sure! Ego is the thing that drives us to getting better. And if you are used to consider yourself as "I'm the best at what i do, and what i do is not very nice" and you get your *** kicked, your ego takes a hit. And since repside was/is clearly so dominant on TRE it's quite visible. So what i sad means that: I can understand why people can see it that way. I also never said that Prego pilots are better then TRE pilots. I sad that scout and gs wise it can be more challenging for a individual pilots, due to amount of numbers of good pilots. Regards Etrii/Ganek/Etriganek/Etax/Iirte
  16. Well, sadly, to agree i have to agree with OP to a certain degree. Repside on on TRE, really takes it personal when they loose. Despite some people that enjoy talking crap to other people after their precious scout was blown out of the sky several times, Most pilots i`ve met there are really great folks. It's quite saddening that, when they face a decent opposition they refuse to fly or, relog. I'm not gonna call names, but the observation is quite correct. I understand why some people might see it as a way to fly only for the win. The thing is, current state of the game requires effort from players to maintain the balance, it should not be our job, but kind of it is. I've seen groups of pilots switching sides to weaker side many times, but not really splitting the group, changing one rofl stomp to another. And we are all aware of the skill gap between newbies and vets. 4 people are most of the time all you need, especially if you bring out the meta setup(and i'm not saying it's a bad thing!). I have to also agree with Krix on other thing to a degree as well. Pregonitor has a smaller player base, but has some really great pilots there. Mostly scouts, but some great GS as well. Regards Etrii/Ganek/Etriganek/Etax/Iirte
  17. There is also another issue with llc on t1 scout. No retro thrusters. sure you can have powerdive but its a defensive(very atrong- but defensive) engine manover, so offensive wise you don't have access that actually is a great to tool to maintain target in the place you want it to be. As for T3 scout, using llc you are in range of blc+ secondary, where your secondary is useless. Also cp targets and students. Thou llc is actually fun on a cp t2 strikes with clusters and emp. But that's not a serious build regards E3
  18. The issue that we are constantly facing is, that vs mediocre or weak opposition spamming bombers or gunships is an "I win" button. A single bomber will die to a gs with similar skill. A single gs can be canceled from a match by any competent scout. A single scout will have a problem with a single bomber on the node. But when we amp it up to situation 2 vs 2 it changes a bit in favor of bombers(in domination) due to insanely useful hs beacon. T1 and T3 gunships are great. But same goes for T1 and T2 scouts( thou to use T1 to its full power requires really some skill, and its two unique components are not that strong) and ofc T1 and T2 bombers. The "problem" is that newbies don't have tools to become a threat. Even in large numbers. I remember loging to new server and facing quite fresh cp bomber. It tooked me about 2 minutes to take him down in stock strike. It's a "bit" better vs scouts cause you can wish for a misplay with cooldowns to land the locking forever stock conc. Vs gunships its sort of pointless. Since you can open you canopy and shoot with a slingshot vs stock ships. But things changes when you get some tools. So I can SEE why people who start are angry. Hell, most mediocre players still feel helpless vs ace pilots. And some people need to vent their rage. What I suggest to do after a match that was really one-sided , switch sides and wspr two , three pilots, that at least tried, group with them and explain them HOW you killed them. Sure,you will prolly loose the next game, since you are bringing dead weight into the match, but there is a big chance that those pilots will stick around.( and be sure, they will plan a revange on you first time they get:D) Regards E3
  19. If you nerf, Slug,Ion and BLC you would for most ships slow up the game. BUT it would not help strikes. There are so many things that easily kill strikes but are not as common as all favorite BLC. For example. Quad/pod. or HLC/Conc(available on both t2 and t3 bombers) And lets bring a bit math to it shall we? a typical t1(CP) bomber has 2550 shields and 2000 hp so you would need 4 fully charged Slugs to take it down, and a competent bomber would no allow 4 slugs from one GS to hit it, so we have t3 GS out of game. But what about t1? it still has ion? it`s 1850 dmg for shields? Still it`s 4 shots Basically it`s time wise nerfing slugs to the level of proton torp. Cutting down BLC dmg by 30% would only prolong the fight since BLC streath is its accuracy and tracing in relative safe zone of any other gun. also it would nerf the only cqc weapon GS`s have vs any other ships. So basically it`s a huge nerf to Gunships, crippling scouts vs bombers even more, which translates to bombers buff(which need nerf IF any class needs one) So in meta it would mean. Less scouts and GS=more bombers. Not more strikes.
  20. I actually prefer ion/quad/cluster combo. DPS is insane. But sure, you will want to bite your own stupid have when facing a cp bomber. But even against does your are not as helpless as you might think. Clusters can mask another lock on, and ion strips shields leaving it open to any AP attack. As for jousting, that combo can even match Quad/pod with some luck. Turrets are on the other hand not a problem since you can rig that ship to have 18 D-V clusters, and you can just over dmg them E3
  21. Hey Drak.I receive more and more questions about aiming with Quads'n Pods. Could you make a video on that? My Pc is not capable of doing that. What I was hoping for, is a video inline with BLC accuracy vid made by Tomm Regards Etriganek
  22. Gunships(mostly t1) have their solid amount of weaknesses, mostly their defensive ability cooldown time. A good strategy is to provoke them to use both of them fast(even very good pilots are not free of this flaw) So provoking them to use in close time disto and engine gives you an edge. Some GS when chased after BR tend to turn around and charge a low charged ion at chasing a chasing ship, to avoid when GS is starting to turn, change your attack angle, to attack it from a bit below, from the sides or from above. Also start locking AFTER your target is in your weapons optimal range. Lock on sound is a big give away. If you are using directional shields, be familiar with the ability to "hide" your shields when enemy Gunships is charging it`s ion rail. After you got hit with ion , you can bring your shields back forward, without much dmg taken to hull or to shields Also make note that even if you are using disto and RI you are hard to hit, but not impossible to hit. So don`t get cooky kid
  23. Actually i like the concept that Strikes clusters would be a bit stronger. 120 dmg(or rather 2x60) as a dot, is not that much dmg. Also it would still affect the magazine. So ammo would not be an issue. also i like the fact, that it would make life harder for scouts, since the dot would prevent shield regen . They stil would not have the firepower advantage over scouts systems, but would be able to put up a better fight.
  24. Just had a crazy idea talking in game...Maybe strike unique, multi role feat would be that he can have both left and right talents? Lets look at one of my strikes a a T1 with Ion/quad/cluster so lets so bunes to to my current build would look like that: Quads(t4 left and t5 left) so buff would be: -10% energy cost, and 18% dmg to shields Ions(t4 right, t5 right) 4 engine drain, and 4 blaster drain Clusters( t4 right, t5 left) hmmm... that is a tricky one, but it would be 10% range, and extra 120 dmg(a dot) directionals (left) so the bonus would be 10% regen amount. Retro (left) and this get interesting, i would retain my turning BUT would get a 20% bigger engine pool. Thats a nice setup of all around buffs but i don't think it would make it superior to scouts in the terms of dmg and mobility. I`m defiantly sure that it would for sure buff t3 strike enough to be meta worthy in terms of repairs and tankness.
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