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MaximilianPower

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Posts posted by MaximilianPower

  1. They fly scouts, gunships, bombers, and strikes, varying ship choice by what the team situation calls for, same as aces have been doing since early access.

     

    This is what I’ve seen. Speaking for myself (I don’t know if I qualify as an “ace” - whatever that means): pre-5.5, I was usually in a gunship, and frequently in a scout. Now, yes, I fly SF now more than I ever did before. But I pretty much split my time equally between GS, scout, and strike. I just try to use the right tool for the job, and those requirements change depending on team comp, map, and opposition.

     

    Of the good players I know, I can’t think of a single one who became exclusively a strike pilot after 5.5.

  2. Gunships absolutely have jobs on any maps, doubly so on TDM. Scouts have jobs on all maps, and are great for Dom.

     

    ...this.

    Sorry, gunships are still the meta. After the small nerf they were rebuffed. Still no severe limitations to them and pray the other team doesn't stack them in a TDM.

     

    ...and this. Strikes are finally the jacks-of-all-trades everyone wanted them to be, but gunships and scouts absolutely have a place in the meta. Sure, it's tougher to use these ships than it was pre-5.5, because you actually have to worry about an entire class that was barely on your radar before. But gunships remain masters of TDM (especially LS), and T2 scouts are still masters of burst. EMP and tensor scouts have roles, too.

     

    I agree that bombers were hit hardest, but they remain useful. Beacons are critical in doms, and heals are key in TDM. A well-balanced team will typically include every ship class. That's something you couldn't say pre-5.5.

  3. Is there any use for strafing outside gunships? Considering the name it sounds like a movement mode that you should use during firing, which could have been something like increased turn speed to help to stay on target still outside of gunshiphide and seek there didn't seem to be any use of it.

     

    Yes. Strafing can help any ship slide out of los. It’s slow, but doesn’t use any engine power. Also, I frequently strafe while trying to dislodge a well-embedded tick bomber. Sometimes when they’re really lodged underneath a sat, and you’re having trouble targeting them - it helps to get close, and then strafe into firing position. Of course, this is a lot easier if the bomber doesn’t have buddies nearby trying to kill you.

  4. ...and yeah, I'm in /GSF. If I'm not going to join a voice protocol, I don't really know that grouping is all that useful, although I will group, because... why not?

     

    Even without voice, groups can be helpful. A little pre-match planning can go a long way, even via keyboard. Simply knowing your teammates' strengths can be useful.

     

    If nothing else: groups get queue priority over folks flying solo. So if you're grouped, you're unlikely to miss a pop.

  5. I agree with Greezt, SFs are most definitely not the sole viable option. Gunships are everywhere in TDM. I've seen fewer battlescouts than pre-5.5, yes, but the good ones still wreak havoc. The burst damage is still there. Also...

    I'm not saying a bomber doesn't help a team, since bombers are rare now, a hyperspace beacon can really help. But why would someone choose to be the bomber on the team? 0 kills, 6 deaths, but at least I helped my team win with my hyperspace beacon. ? Kinda boring.

     

    ...actually, yes, I'd say that players interested in wins should (and do) end up flying bombers. Their numbers have never been sexy. But to this day, a beacon bomber in a dom, and a heals bomber in a TDM, still do help their teams quite a bit. Coordinated teams almost always have somebody in a bomber, because they know what it takes to win.

     

    That said, I do agree that it's a much tougher "learning ship" than before. But on the flip side, a basic T1 strike is probably the best stock ship in the game. Pre-5.5, newer players taking a Rycer/Starguard would instantly become foodships...now, at least, they can survive a bit longer and maybe actually deal some damage.

  6. I have been getting games on the Star Forge. Before the server merges, The Shadowlands was pretty much dead.

     

    The merges have been a boon to the queues. Pre-merge, I had toons on most servers (including SL) but generally defaulted to Harbinger if I wanted a quick pop. Now, Star Forge is a non-stop pop-fest, with multiple simultaneous matches during prime time. Some of the games have been of...let's say, questionable quality...but at least now I can stick to my preferred server and still easily get into a match.

  7. IMO it's worth picking the T1 Strike just for retro thrusters. The instant shield regen from turbo reactor is nice too.

     

    Sensible, but I was responding to the guy's comment that "you do your main damage against hull with rockets". Dubious premise, but if that's truly his game plan, retros aren't likely to be a major part of the agenda. Blasters are apparently an afterthought, and at least a Pike/Quell gives him more "rockets" to play with.

  8. I disagree with you there.

    As previously stated, you do your main damage against hull with rockets.

    So having 2 lasers is redunant on that kind of ship.

    You do not get the hard disable that sniper ships get with their ion cannon either.

    In a heated fight you won't even really get in a situation where you have the time to fully utilize the approach you stated above. It's kind of a 1% niche that nobody I've ever seen in gsf uses.

    Cheers! :rak_03:

     

    Different strokes for different folks, I suppose. But this is certainly not a 1% thing. Every good T1F pilot I know does indeed regularly swap primary weapons, whether it's RFL/HLC or ion/HLC, depending on circumstance (as Despon describes above). Those combos do a ton of damage. Maybe a volley of blaster fire doesn't do as much damage as a single protorp, but it adds up. Quickly.

     

    If you're planning to rely on "rockets" (secondaries) and sticking with one blaster, why not use a Pike/Quell? I don't see the point of even taking a Starguard/Rycer if you're never going to swap primaries.

  9. Nce information here. I'm one of those who have started to do GSF since the merge. I don't even know how you lock a missle on, period. It's a secondary thing and I haven't found how you use that yet.

     

    Then welcome to the GSF party.

     

    There are a few different kinds of secondary weapons, but most (aside from rocket pods and railguns) are lock-on missiles/torpedoes, which work as follows: get close enough to target (range dictated by type of missile/torp), center target (as much as possible), hold down RMB while keeping your enemy within the targeting circle. The game will let you know when the lock is complete, at which point you just release the RMB. Bombs away.

     

    In practice, against moving targets who don't want to eat your missiles, it's never quite that easy.

     

    GSF actually has a tutorial level, which - while woefully incomplete - can serve to give you some (very) basic tips on controls and missile locking. Hit 'H' to open your hangar, then the '?' symbol in the upper right. Give that a shot. Lock missiles on drones/turrets for practice. After you complete the level, you can fly around and get a feel for movement in 3d space. Your ship is indestructible here, so you can go nuts.

     

    If you have other questions, fire away. And/or join the GSF Discord channel, which gets quite a bit more traffic than this forum. That goes for OP, too - if you have specific projectile questions, they may be well-suited for Discord. It has channels for #help and #builds, plus server-specific channels which are useful if you're looking for a group.

  10. (a) how to increase your lock-on range? It feels like I'm getting locked onto from super far away whereas my lock-on range is incredibly limited.

     

    (b) how to decrease lock-on time? Takes too long for my rockets to fire even with the appropriate upgrades.

     

    © how to decrease the range at which you are locked onto? Same as (a) above. How can I be more defensive?

     

     

    ironrd covered most of the important points above, but to add a little more: can you tell us which type of missile(s) you're trying to use, and on which ship? You mentioned "rockets" but that name is specific to a scout secondary ("rocket pods") which are relatively short range and dumbfire (no lock-on, basically functioning like another blaster). So I'm assuming you're referring to missiles/torpedoes. I'm just not sure which ones. I ask because there are a lot of variables involved. To explain further:

     

    a) range is dependent on the weapon, and also on the specific ship. Of the lock-on options, proton torpedoes have the longest range, cluster missiles the shortest. Generally, the longer the range, the longer the lock-on time required. Also note that the gunship frame offers a 20% range buff on all missiles/torps - meaning, for example, a cluster missile launched from a condor will lock on from 20% further away than the same missile on a flashfire. A proton torpedo launched from a comet breaker will lock on from further away than a protorp launched from any strike (nearly railgun range).

     

    b) Sounds like you've already taken a look at the upgrade trees, so you're aware that some lock-on improvements are available this way. Most strikes also offer a magazine option called "efficient targeting" - which also decreases lock-on time.

     

    c) Evasive flying takes practice. Awareness is key - try to keep tabs on the enemies in your vicinity. In general, you want to avoid flying in a straight line, and stay near objects/structures as much as possible. A missile lock requires line of sight all the way through the lock-on process. If you're able to put an object/structure between yourself and your enemy, the lock will be broken. Sometimes I find it useful to target whoever's chasing me and tap C, which swings the camera in their direction (but doesn't alter my path). This gives me a better idea of where they're coming from, so I can figure out the quickest means to break their LoS with my ship. This can be dangerous, though, because for a moment I can't see what's in front of me. Again, takes practice.

     

    You'll notice that when you're trying to land a missile on a good pilot, he/she will try to do the same thing to you. For example, you might be attempting to lock on to a ship and the guy ducks behind an asteroid at the last second. If you watch their flight path carefully, sometimes you can anticipate this and keep them in your targeting circle. Easier said than done, of course.

     

    A couple of other notes: most engine maneuvers break missile locks, but a couple of other components do so as well. EMP field (systems component on Blackbolt/Novadive and Sledgehammer/Decimus) offers an upgrade option (tier 4) that will break locks not just for you, but for 3 nearby allies too. Distortion field (shield component) also offers an upgrade (tier 3) that will break missile lock attempts. However, once the missile is in flight, it won't help. Even so, sometimes it can buy you a couple of extra seconds. You may want to consider using these components until you get a better handle on defensive flying.

     

    On the flip side - your enemies can use certain components to render your missile breaks ineffective. Namely, EMP field and remote slicing (the latter is only available on Clarion/Imperium), both of which can be upgraded to disable your engine maneuver. EMP missile can do the same thing. So if you find yourself hammering the 3 button to no avail, this might be why. Check your debuff tray, and/or look for a red message which states you've been disabled.

     

    Anyway - let us know what missile you're trying to use, and which missiles you seem to have the most trouble avoiding. We can probably offer some more specific advice, or at least let you know if there's anything you can do to improve your chances.

  11. That said, having 2 primary weapons on other ships is kind of senseless.

    Not gonna fly a Rycer or whatever its called with 2 different lasers because here you use your main laser against the shields and the rockets againt the hull. It' really a waste of an ability there.

     

    But the primary weapon swap on a Starguard/Rycer allows you to do pretty much exactly the same thing you just described for gunships: ion cannon to strip shields (and drain engine or weapon power), then switch to HLC for the kill.

     

    Another option is using HLC for long-distance shots, then swapping to RFL when your enemy gets closer. It's much easier to hit a nearby target with RFL than HLC. In a turning battle, you aren't likely to land HLC, and it's hard to maintain a missile lock. But you can definitely get some RFL shots to land.

     

    tl;dr primary weapon swap is absolutely not senseless. There are multiple ways to make good use of this ability.

  12. I haven't been able to play much since the mergers, but I've heard this has become a frequent occurrence.

     

    One other suggestion: join and utilize the GSF Discord to find a group. There are a lot of GSFers in there, many more than here (because the population includes non-subs too). Each server has its own channel, so it's pretty easy to drop a "lfg" and quickly find some teammates. You still may not come on top versus a really strong premade, but at least you'll improve your chances.

  13. II find that having a second weapon is utterly pointless. I'm not going to think to hammer someone's shields down with an Ion Railgun and then swap to a Slug Railgun to squash the hull.

     

    Well, this might not be a playstyle that interests you, but imo it's an absolutely critical ability. I mean, sure, you could stick with slug rail 100% of the time and simply punch your targets silly, but each of the other railguns offer useful advantages. The classic T1 (Mangler/Quarrel) build brings ion & slug: ion softens the target, drains some energy, and also has an AoE effect (T4 upgrade) - meaning you can pop mines/assorted bomber trash from a safe distance, out of LoS. If you have the ion T5 slow upgrade, you can tap a couple of targets to debuff them, then switch to slug and have an easier time finishing them off. Or if you choose the other T5 option (reactor disruption), and you can land the first shot, you immediately gain an advantage in a GS vs GS duel.

     

    Similarly, plasma rail applies a DoT effect, and an evasion or DR debuff. So you can spread some plasma around, and then your slugs will be more effective.

     

    I get that it's a little cumbersome to get the hang of switching back and forth, but if you practice until it becomes habit, you will definitely find that two railguns are better than one.

  14. While I understand and appreciate Siraka's and Close-shave's contributions here, I was really only looking for one response. The one that matters: that of the King himself. Perhaps he will descend from his lofty station and grace us with his insight.
  15. It's great that the King deigns to share his knowledge with the unwashed masses. He is truly a beneficent monarch.

     

    I agree with Siraka, some good ideas above. May I pass one question along to the King? Regarding this build:

    5 bloodmark with tensorfield and emp missile and light laser cannons

     

    if u notice ur team has a lot of bomber pilot then u should use this to give them a boost. unlike before u can now be a fearsome opponent as long as u have great aim with light laser cannons. u can really give ur team the edge on a ctrl point too if u land the emp missile. u have plenty of turning ability in a scout and the lock time is simple so go out there and emp things and be a team player for once ok?

    thank u and happy spawn camping :)

     

    Why LLC over RFL? I'm aware of the higher potential dps of LLC, but in the King's estimation, is RFL not a viable alternative? The armor piercing surely comes in handy at times, particularly on a ship with no other source of AP.

  16. umm not a noob and yeah unbreakable locks ...... JESUS

     

    Noooooooooooooooooo Isalina, don't go! Take it from a fellow long-time JC GSFer: nuGSF is actually better than the GSF you're used to. Let me try to change your mind.

     

    First: as mentioned above, protorps are indeed breakable. Their lock-time is brief, yes, but engine maneuvers which used to break the lock still do. Evasive flying & LoS are more important than ever. If the missile/torp locks are making you nuts, try a T1 scout, which can be outfitted with two and a half breaks (engine, EMP field, and distortion field).

     

    Second: there's so much about the game which has been improved. We no longer have an entire (mostly) useless class of ship. Nearly every component is viable. T2 scout isn't the only ship with a whole bunch of viable builds. And - most important of all to you, I think - ion rail, the bane of your existence, has been nerfed. Not into oblivion, mind you, but it's now significantly harder to use, the effects have been reduced, and many ships received buffs that act as countermeasures against its crippling effects. How many times have I hit you with ion rail over the past few years? Well, now (depending on your ship choice) you are more likely to survive, and you'll find it easier to exact revenge upon me.

     

    Third: server merges are coming. That means the queues will be popping more than ever, and matches are likely to be higher quality (assuming matchmaker works as designed).

     

    Fourth: as Despon noted, new map in November!

     

    In sum: nuGSF is a slightly different game than we're all used to. Not necessarily worse. I know a few people are unhappy with it, but by and large, most of us think it's vastly improved. Absorb the changes, maybe try flying a different ship, and give it a chance. Find me in game if you want some more specific thoughts/suggestions. Don't give up on GSF.

  17. Signed. Certain components seem more likely to suffer from this bug than others (BLC, HLC), and it's annoying to check every single time I log in. It would certainly be nice if this was fixed.
  18. You illustrate my point completely. To beat the pug GS wall (I like your description there ;) ), you need a well coordinated assault group. There is something wrong when that is the case.

     

    I agree, to an extent. GS walls are a problem on specific maps, notably Lost Shipyards TDM. Gunships stack a little too well there because they have terrific line of sight. In my experience, these are the matches that most typically devolve into gunship chess. I do think gunships could use some sort of nerf so they don't stack so well.

     

    But anywhere else, you have options. On Kuat Mesas TDM, smart flying can get you up a gunship's tailpipe without being exposed to railguns. On domination maps, teams largely comprised of gunships shouldn't be an issue. They can't hold nodes effectively, and certainly can't cap them sitting 15km away.

     

    I took issue with this:

    If you get caught with your pants down in a GS, it should cost you. Right now, it doesn't. You just boost out, and pull your pursuer into the field of other GSs greedily waiting to pounce and watch them get vaporized while you find another spot to snipe from.

     

    You can absolutely wreck a single GS with a scout (ideally, a Flashfire or Sting). With practice, you can win that matchup nearly every time. All you really have to do is get them to move; an unharassed GS is dangerous, but as soon as he's forced to deal with a scout, he's no longer a threat. The link I posted should help.

  19. So if your new, don't waste time with anything else, get a GS and learn to use it.

     

    I'll just leave this here. Read it, learn it, love it.

     

    I won't argue that a lot of matches devolve into GS chess, and I certainly understand finding this playstyle tiresome. You are certainly not alone in that. But the fact is, there are indeed effective counters to gunships - even multiple gunships. 1v1, good battlescouts will eat even the best GS pilots for lunch. That said, pulling off a win versus a GS wall requires at least some level of coordination. And that's where the average pug team falls flat. At a high level of play, 8 gunships aren't going to win a TDM versus a well-coordinated team.

     

    tl;dr - read that guide, fly smart, make some friends, get a group. Profit.

  20. Weird match on TRE earlier today. A single game yielding a couple of entries:

     

    OVERALL TDM

    MaximilianPower (Unnatural Evasion) - Mangler - <unguilded> - The Red Eclipse - 30 Kills

    MaximilianPower (Unnatural Evasion) - Mangler - <unguilded> - The Red Eclipse - 36 points

     

    GUNSHIP

    GUNSHIP TDM

    MaximilianPower (Unnatural Evasion) - Mangler - <unguilded> - The Red Eclipse - 30 Kills

    MaximilianPower (Unnatural Evasion) - Mangler - <unguilded> - The Red Eclipse - 36 points

     

    EDIT: i just swapped the order of name/toon to match the new submission syntax

  21. In addition to Griefing Self-Destructor I'd add a sub-category, Griefing Inveterate Foodship. I ran into this on Harb last night. The offender started out the match with a few suicides, then switched "tactics" and began (as far as I could tell) autoflying straight into the enemy. This was LS TDM, so the guy was quickly and repeatedly killed by hungry gunships. Died that way at least 10 times. He finished 0-1-17, with 662 damage on 14% shooting...I suppose he accidentally got a couple of shots off at some point.

     

    Make no mistake, it was definitely griefing (as indicated by the post-match banter in /gsf). So, I guess it's actionable, but a little trickier than Griefing Self-Destructor. There's a blurry line somewhere between griefing and halfheartedly trying.

  22. I haven't posted in one of these threads in a while, but I have a handful of entries here. Originally, the shooting percentage category piqued my interest, so I figured I'd have a go at that. The other stuff just kinda happened along the way.

     

    One set of numbers from an old alt, and another from a new one. Earlier, Despon observed:

    we're such tryhards

     

    I went an extra step with my tryharditude (?), as you can see below.

     

    OVERALL TDM

     

    Kills

    Maximilian Power - Quarrel - Jedi Covenant - 25 kills

     

    Damage

    Tryhard Neckbeard (MaximilianPower) - Quarrel - Harbinger - 131031 damage

     

    Solo kills

    Maximilian Power - Quarrel - Jedi Covenant - 12 solo kills

     

    Kill streak

    Maximilian Power - Quarrel - Jedi Covenant - 25 kill streak

     

     

    OVERALL DOM

     

    Points

    Tryhard Neckbeard (MaximilianPower) - Quarrel - Harbinger - 42 points

     

    Assists

    Tryhard Neckbeard (MaximilianPower) - Quarrel - Harbinger - 27 assists

     

     

    GUNSHIP

     

    GUNSHIP TDM

     

    Damage

    Tryhard Neckbeard (MaximilianPower) - Quarrel - Harbinger - 131031 damage

     

    Hit%

    Tryhard Neckbeard (MaximilianPower) - Quarrel - Harbinger - 93.93% (93/99)

     

    Solo kills

    Maximilian Power - Quarrel - Jedi Covenant - 12 solo kills

     

    Kill streak

    Maximilian Power - Quarrel - Jedi Covenant - 25 kill streak

     

    GUNSHIP DOM

     

    Points

    Tryhard Neckbeard (MaximilianPower) - Quarrel - Harbinger - 42 points

     

    Assists

    Tryhard Neckbeard (MaximilianPower) - Quarrel - Harbinger - 27 assists

     

    ...no performance tab on those last two, but I had 0 deaths.

     

    I expect everything above to be kicked off the charts in short order (I've actually bettered a couple of these numbers myself, but on top-secret alts I'm not quite ready to reveal yet). So, get to it, folks.

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