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dailus

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Everything posted by dailus

  1. ^ This. I do not like the zoomed out look at all.
  2. Is there one? I recently got the new kingpin blaster pistol and was super excited as it is imo the most "star warsy" pistol I have yet to see. I equipped it, great every thing fine. I add a crystal and bam!... laser sight. Its just not my thing. If anyone knows a way to turn off this vfx it would be much appreciated.
  3. I experience what can only be described as whiteout conditions when I activate combat command. This condition only last maybe a second or two, but very annoying when you are dogfighting very near a satellite. More than once I lost sight of the satellite fins and had a near collision.
  4. Nice set. What pieces did you use?
  5. I am in the ion/quad/concussion camp, but usually end up just using ion to concussions. I usually end up with a boat load of assists running this build.
  6. Ok so the politcal reference was a bad idea, but I stand by my opinion. I am an older gamer, I am definately not as quick with the controls as many out there, but I stuck with it and learned. I have also started on a new server recently and it doesnt take long to become competitive. Gsf is not hard, if I can catch on and play competitively anyone can.
  7. All i can say is wow. Everyone wants somthing for nothing. They want to be "good" at gsf with no practice. By OP's testimonial he did pretty well even on a starter ship because of his skill. I say suck it up buttercup and learn to fly, as you learn you upgrade. Its not that hard. Edit : Removed politcal reference.
  8. I have to chime in my disapointment. I have pretty much abandoned the ground game for GSF. I like others fear this shift signals a shift away from GSF development in general. Gsf is a big part of why I have maintained my subscription. Unless something wonderful happens to replace it my sub will probably end about the time gsf gets stale.
  9. Here is what I am running in my Quell. It is definately one of my favorite ships. I like to start out a domination match with a barrel roll/ after burner to the node, then open up with a torp to an incoming enemy, then I hit f2, turtle up and try to hold the node. Quads and clusters work pretty great for defending the node or busting turrets for the capture. Quad lasers - crit & dmg to shield Cluster missiles - range & plasma warheads Proton torpedos - speed & range Quick Charge Shields - regen during dmg Barrel roll - turning Lightweight armor Damage Capacitor Munitions cap extender Speed thrusters Crew : Copilot - MZ-12 (hydro spanner) offence - MZ-12 defense - Writch Hurley tactical - Malavai Quinn engineering - Avren Geth
  10. My build is mostly the same although I opted for reinforced armor and koiogun turn and I completely agree with your assessment.
  11. I believe most of what you are seeing can be attributed to pilot skill. Most well practiced pilots can do pretty well even in a starter ship.
  12. This is a complete exaggeration. I play daily and I play both sides and it has been rare that things have gone completely lopsided. Are matches sometimes challeging? Yes, but for a variety of reasons, players skill, mismatched matchmaking, group make up. Saying that one particular bomber build is making domination matches a farce, now that is ridiculous.
  13. I think I would like to see an semi open space zone (think outlaws den for ground pvp). This open zone would have both pve targets piloted by AI, and be an open pvp area for newbie pilots. Req's could be earned by completing objectives. I think the zone should have a ship cap on it so experienced players cannot harrass new players and have diminishing returns on the reqs earned to encourage players to get into the "real" gsf matches.
  14. I notice that two of the scout builds have LLC and frequency capacitors recommended. I am trying this combination now, but not seeing a whole lot of difference between LLC & FC and rapid fires and damage capacitors. Do most of you see similar numbers when comparing these combinations as well?
  15. Well you are certainly entitled to your opinion, but I fly a strike fighter often and do not feel I die more or contribute less than in my scout fighters. I fly all three types and still enjoy both types of matches very much in the games current state. Changing conditions on the battle field and changing my build to meet the challenge keep me interested.
  16. Its a rock, paper, scissors kind of balance. I still dont see the problem. Everything has a counter its just a matter of people using the countering builds and ships to balance out the use of the FOTM builds theat some are currently using. Its team play and a variety of builds are needed. A team full of all-star quarter backs would not fair well against a well rounded team. If more people had well rounded hangers and picked their ship based on how they could help their team and not better their own personal score board we would see a lot less of the problems being discussed.
  17. I have followed this thread all day and it has been interesting to be sure, but I just haven't seen this problem on TEH, except perhaps rarely. When a domination match comes up I usually pick a nearly mastered type 1 strike. At the beginning of the match I can usally fend off most bomber capping. If I succeed in that and cap the node I can hold it unless heavy reinforcments come. I can do this because fully upgraded ion cannons turn the nodes turrets into teammates. Turrents are quite good at backing you up when the enemy has no shields.
  18. I dont mean to offend, but maybe you need to branch out your selection of ships a bit more. I really dont care to pilot gunships or bomber so I run 2 scouts, and 2 strike fighters and select the ship based on the game mode and the group make up of the opposing team. If loadouts could be changed you could still have the same issues because the opposing team can change ships mid battle.
  19. What about the bracelet you can buy on the fleet? If I am not mistaken it gives you access to the collectors edition vendor and cost 1 million credits.
  20. Ok, maybe the snowspeeder wasn't an ideal example, but in SWG we had the ARC-170 and it worked rather well. Queuing ... well not being a game designer I dont know how difficult it would be, but I think it would have to be based on the amount of "full" ships. Full would have to be one player for ships not equipped with a tail gun and two players for those with tail guns. I think both types would have to que together the tail gunning ship just adding more diversity to the exsisting ship line up.
  21. We had this in SWG. I believe my neutral gunboat had 6 manned turrets and the battles were a lot of fun.
  22. I was thinking the queuing would have to work similar to how you choose a role in ground pvp, Check a box for tail gunner or pilot. As far as ship size goes I dont think they would have to be too large. I am thinking of the snow speeders in ESB.
  23. So this idea has been rolling around in my head. What if we had ships with tail gunners. the tail gunner besides having a vatity of tail guns, could have thier own debuffs, smoke screens, etc. Would anyone even be interested in this kind of coop game play in GSF or would it be a royal snooze fest? Ideas, opinions?
  24. While i do like many of your ideas I believe the easiest way to get people into those places is to add mission terminals. Mission terminal, kiosks, mail boxes, these thing all give people a reason to be there.
  25. I would really love to get my hands on a set of these. Also the field medic schematics to a lesser degree. I have characters on multipul servers, and would actually be willing to transfer a toon to a new server in order to obtain these. If anyone has a set of these they are wanting to part with please contact me.
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