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Linuxizer

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Everything posted by Linuxizer

  1. I enjoy playing GSF. The players who are new and not contributing much do not bother me. I was the same in the beginning, and if I ever try ground pvp or veteran mode flashpoints I would be useless too. I want to see the new players improve eventually and provide healthy competition, but this is up to them. The players who self-destruct 15 to 30 times a match are ruining the game for other players and need to be banned. No excuses.
  2. Here is a video of a game-breaking bug. A few times in this match, I suddenly lost all health, cannot shoot primary or secondary weapons, cannot re-spawn, and the camera stopped following me, but I'm still flying and still have the abilities (system, shield, engine, co-pilot). The first time it happened was 1 minute 23 seconds in the video, then again 2:32, 4:53, 6:03. Each time this happened, it coincided with a certain player (the same player) getting killed, either by me or by someone else.
  3. That was wishful thinking when I posted the original post. I didn't see the bug for a while and was hoping they fixed it, but it never got fixed. Sometimes you are lucky and don't see the bug. These days I see the bug a lot.
  4. The ships that you are talking about are the K-52 Strongarm on the Republic side and the K-52 Demolisher on the Empire side. I second your request to have these available for direct purchase in the GSF hangar window.
  5. This is an old bug which still happens. The level 4 and 5 upgrades randomly become deselected. For example: http://i.imgur.com/3K6tyAx.jpg I had already purchased all the upgrades for this component, but somehow both left and right options of the level 4 and 5 upgrades are deselected. This is really annoying because I have to click through dozens of things every time I log in.
  6. Also posted on the Bug Reports Forum: https://www.swtor.com/community/showthread.php?t=1003835 This is a rare bug where an enemy player's ship becomes invisible and cannot be seen or targeted even at short range. Video example: From the start, I flew to C with other players and we shot down the enemy ships quickly. Somehow, enemy drones and mines kept appearing at short range but we could not see or target the enemy Warcarrier that was launching those drones and mines. 2:42 Clear view that there is no enemy on C. 2:56 Clear rear view that there is no enemy on C but Interdiction Drone appeared at 6800m. We quickly shot it down. 3:03 Enemy Repair Drone appeared at 4900m. We quickly shot it down. 3:05 Enemy Seeker Mine appeared at 2800m. We quickly shot it down. 3:18 Clear view of C and the enemy Warcarrier finally "decloaked" at 4300m. This glitch gives one side a huge advantage. Please fix, thank you!
  7. This is a rare bug in Galactic Starfighter (GSF) where an enemy player's ship becomes invisible and cannot be seen or targeted even at short range. Video example: From the start, I flew to C with other players and we shot down the enemy ships quickly. Somehow, enemy drones and mines kept appearing at short range but we could not see or target the enemy Warcarrier that was launching those drones and mines. 2:42 Clear view that there is no enemy on C. 2:56 Clear rear view that there is no enemy on C but Interdiction Drone appeared at 6800m. We quickly shot it down. 3:03 Enemy Repair Drone appeared at 4900m. We quickly shot it down. 3:05 Enemy Seeker Mine appeared at 2800m. We quickly shot it down. 3:18 Clear view of C and the enemy Warcarrier finally "decloaked" at 4300m. This glitch gives one side a huge advantage. Please fix, thank you!
  8. Remote slicing has too much impact relative to the effort required to use it. It's also on the Strike Fighter chassis which has so much shields, hull, engine power pool, and typically directional shields and power dive. These characteristics make RS ideal for trolling.
  9. Agreed. As for the vote kicking, some players are just so focused on the action that they may miss some messages in chat. This is another reason something should be done on the back end as you say and not just rely on players vote kicking.
  10. The bugs were intermittent, so I'm not really sure if they were fixed in V6.0 or I've just been lucky. If they were fixed, thank you devs! Daily Bonus Requisition - On the hangar screen near the bottom are up to 5 ships. There is a little purple "x2", and when you mouse over it, it tells you "500 Bonus Requisition Remaining" (or x < 500 if you have flown that ship a bit that day). - There was a display bug, I think since the beginning of GSF, where it does not reset after the daily reset, and displays only x bonus or no bonus, but the player still gets the bonus at the end of the match. This happened only occasionally, not all the time. I haven't seen it at all since V6.0. - There was an additional bug, which happened even more rarely, and I only saw it a few times in 2018/2019. The Requisition Bonus displayed was not reset after the daily reset, and the player actually did not get the bonus. I haven't seen this in V6.0.
  11. New maps, new ships or new components would be nice. However, the devs could also *simply* modify some of the existing ships to have more component choices from the existing pool. Currently the number of component choices per ship is: T1F: 29 T2F: 30 T3F: 29 T1S: 30 T2S: 30 T3S: 29 T1G: 24 T2G: 25 T3G: 28 T1B: 27 T2B: 26 T3B: 31 The T1G (Quarrel/Mangler/VX-9/VX-9) practically only has 23, because the Munitions Capacity Extender has no effect at all on that ship. I would avoid adding stronger component choices which would open a whole different debate. Comparable or weaker (but usable) choices could be added. New Primary Weapon choice for T1G 1. Laser Cannon: Recommended. LC is already on the other 2 gunships. It is not a good choice on the T1G compared to BLC, but usable to try and could add a little variety. 2. Rapid Fire Laser: Not recommended. It is both redundant with LLC and BLC, and there is no precedence in gunships. 3. Quad Laser Cannon: Not recommended. LC is recommended and T1G does not need both LC and QLC. 4. Heavy Laser Cannon: Not recommended. HLC is very strong and this is a ship balance issue. 5. Ion Cannon: Not recommended. It just doesn't fit. New Secondary Weapon choice for T1G All not recommended to prevent overlap with the other 2 gunships. New Shield choice for T1G 1. Directional Shield: Recommended with reservation. DS would add some variety to gunship duels. It shouldn't be overpowering against all the enemy proton torpedoes, Ion+HLC T1Fs, but is more resistant to HLC+QLC T1Fs or Damage Overcharge-Slug Railgun, which is a bit of a balance issue. Another issue is more overlap with T2G for plasma users. 2. Overcharged Shield: Recommended with reservation. It is a bit strong. There is no precedence on gunships. Adding this would also make Fortress Shield even less useful. 3. Quick Charge Shield: Not recommended. Too strong. 4. Shield Projector: Not recommended. Too strong since gunships already stack easily. 5. Charged Plating: Not recommended. May drive even more players to rely on HLC and proton all the time, and reduce variety. 6. Repair Drone: Not recommended. Too strong in gunship & bomber nests. 7. Engine Power Converter: Not recommended. Too strong, though it could be loads of fun! New Engine choice for T1G All not recommended. Mostly too strong.
  12. Kill rate (per match or per unit time) is surely a more useful metric than KDR. I suspect a lot of less good players than you have better KDR than your 3.5 - 4. Bomber aces will be misrepresented with either kill rate or KDR. Win rate is more representative for them. I have an example of a deathmatch where one player had 24 kills, 2 assists, 10 deaths, 83000 damage, and another on the same team had 9 kills, 6 assists, 3 deaths, 54000 damage. KDR really isn't the best metric here. Even if everybody solo-queues, I wonder if win rate is going to be a poor metric in the typical match. - The ace pilot solo-carries and may have a win rate of 90% or more, and large sample size from thousands of matches - The well above average pilot may have a win rate of 70% - The slightly above average pilot may have a win rate of 60% - The average pilot should have a win rate of 50% These are useful and representative metrics. On the other hand, - The brand-new pilot has a win rate of undefined (or 0% in swtor-math) - The 1-match pilot may have a win rate like 45%, and large sample size from many such players - The well below average pilot may have a win rate like 46% - The slightly below average pilot may have a win rate like 48% I picked numbers like that, because in 8vs8 or 12vs12, an above average pilot makes a much bigger positive difference than a below average pilot makes a negative difference. So the problem is that most of the players in the typical match have the same win rate, within statistical noise. Kill rate should provide better resolution. Perhaps experience, kill rate and win rate should all be accounted at the same time, for best matchmaking results.
  13. Wow, nice match, Gaa'ra! I was in a match against you the other day but unfortunately it was not close at all.
  14. The current time limit is 13m 50s, not 10m. The average match for me lasts 9m 23s. I feel matches currently are a bit too short. As to your suggestion of 4vs4 Domination to 350 points, a team could win in less than 3 minutes. That's too short to try any strategy. Your numbers are not right. If you adjusted your numbers, I'm still not crazy about your general idea. The maps are big for 4vs4 or 6vs6 and you are going to have too much downtime with no action. Or say two players go down on the same team. Now it's 4vs2 and it could be very hard to recover from that. By the time the first two respawned, the other two could be overmatched and shot down, and the cycle continues.
  15. By the way, everyone is welcome to give analysis, comments or advice. For analysis, the previous videos may not be the best, because most of those matches had a lot more kills than normal. So I uploaded these two below which are a little more representative: The first one was from 2018 when I was flying a Rycer with HLC + Ion + Koiogran Turn + Hydrospanner. These days I use Retro + Wingman instead. The second one was a domination where I was trying to focus on the objectives and dealing damage, not KDR. It seems I had a fan on the other team
  16. If you want to post some video analysis and advice on my videos, that would be awesome! Just don't expect much (or any) improvement from me though, as I have not improved in the last 4 years of GSF averageness. Also let's do that in the other thread.
  17. This is a good point I somehow overlooked for the last two years. It's been a useful thread for me if no one else It also reminded me, I forgot to include the Power to Blaster (F1) bonus to damage (+25%). So I updated numbers, and also included Wingman, and changed the target distance to 5500m (because Ion Cannon with Drain Engine and Damage Capacitor only have 5750m range). Build 1 - Ion Cannon (Drain Engine, Drain Weapon) - Heavy Laser Cannon (Ignore Armor, Shield Piercing) - Damage Capacitor - F1 - Wingman is active - stream of ion, quick-switch once, stream of HLC Build 2 - Heavy Laser Cannon (Ignore Armor, Shield Piercing) - Quad Laser Cannon (Reduced Power, Increased Hull Damage) - Damage Capacitor - F1 - Wingman is active - quick-switch repeatedly The target is a stationary gunship at 5500m, dead center, it has 23% evasion, 5% armor, 1870 shields, 1250 hull. Build 1 minimum time-to-kill from the first hit = 1.741s (0.000s) Ion +637 shield damage (0.370s) Ion +637 shield damage (0.741s) Ion +596 shield damage + 5 hull damage (0.741s) HLC + 592 hull damage (1.241s) HLC + 592 hull damage (1.741s) HLC + 61 hull damage The probability all 6 shots are not evaded = 99.1% Build 1 average time-to-kill from the first hit = 1.744s Build 2 Minimum time-to-kill from the first hit = 1.111s (0.000s) HLC +466 shield damage +89 hull damage (0.000s) QLC +367 shield damage +23 hull damage (0.370s) QLC +367 shield damage +23 hull damage (0.500s) HLC +466 shield damage +89 hull damage (0.741s) QLC +205 shield damage +201 hull damage (1.000s) HLC +592 hull damage (1.111s) QLC +234 hull damage The probability all 7 shots are not evaded = 66.3% Build 2 average time-to-kill from the first hit = 1.370s
  18. If the tier 4 upgrade is fine, then there is no need to scroll down to check the tier 5, for those components where you need to scroll down to see the tier 5. If the tier 5 upgrade got deselected, then the tier 4 is deselected too. The reverse is not true though. I've seen the BLC tier 4 deselected while the tier 5 was still fine. This may be only on ships I hadn't flown since before V5.5, when the BLC tier 3 and 4 upgrades were moved around, I guess it varies from user to user. I see it on one a railgun pretty often.
  19. Most of these were all already posted on the GSF Discord under Lightsaber-jerk. Since I subbed for the expansion I can post here as well. Scouts <- this one I liked a lot Strike Fighters Gunships Bombers
  20. I did two of the heroic space combat missions yesterday (Thanium and Baros) and had no trouble to complete them including the bonus objectives. They are the same difficulty as before 6.0. However, I noticed the mission timer is back, but incorrect (for example showing 6+ minutes for Thanium instead of 3+). Every few patches in the last few years, the timer has disappeared or reappeared.
  21. The Dailies aren't so bad. The one-time quest to collect those 5 artefacts is really searching for a blue pixel. The Imp Dailies are easier. Sometimes the weapon doesn't spawn for a while, but they give you 11 missions to choose from. The Pub side only has 10 and the final log still doesn't spawn for me. I have to do the Pub Weekly over two days.
  22. Thank you for the guide. I've reached an iRating of 305 so far. I've been playing since 2013 and never had highest level gear at any time before V6.0. I've never done ops or pvp and don't need highest level gear, but if it's in reach, why not go for it, right? Here are some things I did or will do differently (not necessarily for the better): - From level 70 to 75, I used the Dark vs. Light legacy armor for the XP bonus. - I didn't want to do Red Reaper, and managed to get from iRating 268 to 297 by doing Onderon Dailies and Weeklies, Mek-Sha Heroics and GSF, all solo. - I spent tech fragments along the way to keep the iRating going up and didn't buy any set bonus piece or tactical. - I finally gave in and did Red Reaper veteran mode 10 times this weekend to go from 297 to 305. - Moddable green or blue shells with lower green or blue mods or no mods are valuable! The reason is the high cost of removing old purple or gold mods, as we progress from about 290 to 304 and get new, better mods. Instead of upgrading an existing shell over and over, I would put the mods in a different shell each time, and sell the old shell to vendor. Armor shells are easy to get from Alliance Crates. Mainhand and Offhand shells are harder to come by and should be saved for later use, especially if they have low iRating. The orange ones from Collections are not as good because you can't sell or deconstruct them. - I deconstruct only the items worth less than 2000 credits. - I only have one set of clothes for all my level 75 toons. They all log off naked - I park all my tank toons for now and wait until I get to 306 with my non-tank toons. Then I will start to build a second set of legacy clothes for the tank toons. - I've gotten to 281 on another server. I'm going to stop that and just buy cartel coins to transfer a toon with 306 gear from my main server to each of the other servers.
  23. Yes, thank you! So how about that upgrade deselect bug? http://www.swtor.com/community/showthread.php?t=968422 It's the first thing we GSF players check, every time there is a patch, for the last 4 years.
  24. Sure, why not? Here are some calculations for the time-to-kill. I changed the HLC level 4 upgrade from Improved Tracking to Ignore Armor, and corrected the gunship's armor (5%, not 0%). This gets a bit long compared to the dps metrics, because the accuracy-evasion check gives a probability distribution for the number of shots required. Build 1 - Ion Cannon (Drain Engine, Drain Weapon) - Heavy Laser Cannon (Ignore Armor, Shield Piercing) - Range Capacitor - stream of ion, quick-switch once, stream of HLC Build 2 - Heavy Laser Cannon (Ignore Armor, Shield Piercing) - Quad Laser Cannon (Reduced Power, Increased Hull Damage) - Range Capacitor - quick-switch repeatedly Ion reload time = 0.370s HLC reload time = 0.500s QLC reload time = 0.370s assumed quick-switch time = 0.000s The target is a stationary gunship at 6000m, dead center, it has 23% evasion, 5% armor, 1870 shields, 1250 hull, and we don't have Wingman. Build 1 minimum time-to-kill from the first hit = 2.111s (1.111s for 4 Ion hits + 1.000s for 3 HLC hits) The probability to land 4 consecutive Ion shots + 3 HLC shots with none evaded = 26.7% Build 1 average time-to-kill from the first hit = 2.750s (1.394s weighted average for 4 Ion hits + m Ion evasion misses + 1.356s weighted average for 3 HLC hits + n HLC evasion misses) Build 2 Minimum time-to-kill from the first hit = 1.500s (1.500s for 4 HLC hits + 5 QLC hits, 0 shots evaded) The probability to land 4 HLC + 5 QLC shots with none evaded = 7.3% Build 2 average time-to-kill from the first hit = 2.4s approx. This is approximate because the maths got really long.
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