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steyates

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Everything posted by steyates

  1. I did this, or tried to at any rate. I definitely told them that I'm still a Jedi but still got their unity buff. Just like rejecting Valkorian's power and telling him to 'eff off at every possible opportunity had no effect, I still got Valkorian superpowers in the last fight.
  2. Luke Skywalker? He's conspicuously missing from all the trailers and posters that I've seen. Of course that could be an intentional lapse to make people draw the wrong conclusion.
  3. You could turn must of the companions into Jedi in KOTOR2. The only one I never managed it with was Bao Dur, but it is supposed to be possible. I think you had to have the conversations with them in specific locations or you didn't get the option to make them into Jedi.
  4. I wouldn't worry too much about Elite Dangerous at the moment. I was an Alpha backer for that game and the dev's have released it way too early with very barebones content, it's essentially the 1984 game with better graphics. Even key multiplayer features (like the ability to form groups) are completely missing. If you like pvp play then GSF beats it hands down. The flight model for the game is nice and it does support things like occulus rift (too much emphasis on that in my opinion, which leads to a clunky user interface for everyone else) and trackir.
  5. While I like this idea in principle, the problem is you would require a complete new set of animations for each weapon, so I think that this is extremely unlikely.
  6. There's a few people on now trying to queue for GSF. So anyone who's interested please come and help. It would be nice to get at least one test game.
  7. Well I've tried for 2 hours now. No joy. Will try again later as well.
  8. I'll try and join you guys tomorrow evening (UK time). Probably with my republic toon Jos'vrence.
  9. I was thinking this the other day. The simplest way to fix spawn camping would be a 10 second 'invulnerability' buff after spawning. No worries about mines and should give you enough time to boost into range to attack gunships etc, but not long enough to gain a huge advantage for being killed.
  10. The satellites always get a fair number of kills too.
  11. I think you have to do it in windows. I've not found anywhere to change it in game.
  12. First I decide which components/weapons I want to change from the stock ship. Then save up for those components/weapons starting with the defensive/evasive systems first. Then I normally upgrade the evasion ability to lvl 2 (less fuel required and shorter cooldown). Then I normally start upgrading all the other components to at least lvl 1 starting with weapons and upgrade any missiles to the shorter lock on time.
  13. Bombers have already got interdiction drive. What more do they need?
  14. Matchmaking seems to have been working for me, the last few days on the Progenitor.
  15. I'm sure its psychological but I also feel the Blackbolt/Rycer seem inferior to the Novadive/Starguard. I know they're not but I just don't seem to be able to perform as well on an Imperial alt as with a Republic alt.
  16. Yeah the Pike/Quell has two secondary weapons instead of two primary. As for missiles I normally go with Clusters and Concussions. Continuous missile lock can be very effective. I keep on meaning to try Ions and Concussions which should be a good combo but I'm always worried about the length of time required to get off that combo. Not had any need yet for emp's as I haven't had to clear out a mined sat yet and I find protons are only really useful against bombers and turrets as anything else can outrun them.
  17. I was wondering if it could be a lag issue. I was actually getting hit before barrel-rolling but the damage only appearing afterwards?
  18. Some good suggestions there. I like the idea of different colours for the targeting triangles. I'm not sure different noises would work as I think it would be far too confusing with all the other sound effects. I definitely agree on giving the Strikes more weapon options. If they're supposed to be multirole then make them truly multirole by giving them all the options. @Bleeters. Strikes regularly end up in close range turning matches with scouts so the close-range weapons would be very handy for those split second firing opportunities (although I would like to see a slight damage nerf to BLC's. They're still the best for dogfighting by a large margin.) In Deathmatch I'd like to see the Capital ships removed entirely which would stop the strategy of bringing the battle over to a spawn point where the gunships can easily run for cover. Instead make it so that ships within the spawn area can't be attacked, but if you try to return you get timed out in the same way as travelling outside the field of play. I don't mind the strategy too much in Domination as it still takes the gunship out of the Satellite capture game. Different weapon options should definitely be visible on cartel market ships.
  19. I was getting hit repeatedly during barrel-roll yesterday. Not sure what missile types though, however they seemed to be doing a lot of damage.
  20. Yes they do. I've certainly had drones destroyed by mines and I think I remember my drones attacking mines.
  21. Drones can last for up to four minutes with the tier 2 upgrade.
  22. It's not about one side stomping the other, it's the fact that the Imperials had no chance and it wasn't particularly fun even for the Stompers. There was no challenge in either match, it didn't help me get better at the game and I doubt it helped any of the Imperials learn how to play. I'd have rather played Republic vs Republic (the 2nd match was 12v12) and have a fun, enjoyable, close game.
  23. They've got to fix the matchmaking or at least give some sort of bolstering effect. It seemed to be working ok last night but I've just played two matches where it was entirely 5 ship veterans on the Republic side vs 2/3 ship rookies on the Imperial side. Both matches ended 50-0.
  24. It seems to work for me. If I select Zenith my ammo for cluster missiles goes up from 24 to 29.
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