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OscarDivine

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Everything posted by OscarDivine

  1. My experience with the build is that it is extremely powerful and can take entire spawn points solo, The Greatest Problem: Just not enough Juice to kill more than 5 players (without DO) before needing to break off to recharge. LOL
  2. Re: Frequency Capacitor My thoughts exactly it wouldn't hit any "break points" so it would gain no real advantage, in fact, it may actually reduce the potential number of double laser shots you can achieve in a short period of time. Moar testing
  3. I'm interested in seeing this done with two different laser colors to really accentuate the combo visually. I'll try it tonight maybe
  4. I'll fly Imperial side every night for the next week, how's that? I fly usually around 8:30-10 EST. then later from maybe 11-12 or 1AM EST.
  5. I don't seem to have any issues on either side I play on. Winrate similar imp and pub.
  6. I love to see pilots recording and posting their videos! Especially the talented ones, thanks Ianir! I'm populating my own YouTube channel more and more also. Keep it up!
  7. Everything in Despon's GSF School videos. https://www.youtube.com/channel/UCWTo5N9w5J_9OeqCvKfWMbQ If you are a new pilot and you haven't watched these, PLEASE DO! If you're a pilot who is experienced and you haven't watched these, PLEASE DO!
  8. I would love to see a regular streaming presence again. I would be it but I have been too fractured in my play hours and only would be streaming for an hour a day tops.
  9. Reinforced Armor is the only armor minor component that is helpful against Protorps. Each ship has different advantages and sacrifices made I order to take Reinforced Armor, however. Scouts can survive a Protorp hit (no crit) but give up evasion. Flying evasively and using cover wisely is the best option for scouts IMO which nullifies Protorps to a large degree, though you will eat them from time to time. Being less vulnerable to Gunship fire and blaster fire outweighs the Protorp disadvantage IMO. For Gunships (as is the question stated), the greatest threats to Gunships who fly smart are Scouts and Other Gunships making evasion still their top choice. Reinforced armor is good, but if the Gunship stays near a repair nest (as they theoretically should be) it is a much lesser concern. Strikes are the only class of ship I believe really takes the best advantage of Reinforced Armor. They are more likely to joust other Strikes and have Missile threats constantly as a result. Combined with Hydrospanner, Reinforced Armor is a good choice IMO, perhaps the best choice. I take this component. It also gives you an advantage over other strikes who do not take it during jousts with other strikes.
  10. There are ONE Main reason I LIKE this map: It is a TEACHING map. Missiles are the new game, and you can now use more obstacles than ever for cover or line of sight breaking. If you're a pilot who is learning how to fly, this map teaches you that it is MORE rewarding to fly evasively and use cover than to just use your abilities to brush off missiles so that when you're OUT of abilities, you're just a sitting duck with no skill to protect you. This Map cultivates that skill. It also teaches you how to maneuver around objects large and small. Sure we're all more prone to self destructing, but the potential to learn for new pilots is really great. Anybody can press a button to stop a missile lock tone, but not everybody can use a giant ship engine to do it. Big thing I DISLIKE about it: It rewards bombers who hide their mines or cluster together. It rewards the worst part of bomber abusive play that lures in inexperienced pilots (and sometimes well experienced pilots) to kill them and die to their mine arsenal
  11. I 100% agree with the need for EMPm fix to help out the T3F build. While T2F still could use the additional damage, the current "standard" Protorp/EMPm Alternating build isn't bad, but there are a LOT of missed opportunities with it now. Even with these shortcomings, it is still a powerful and effective build (with which I actually did achieve that 39 point TDM match yesterday). It STILL needs that extra damage, however, to round out the missile itself and builds also with the T3S which could benefit greatly from a meaningfully damaging EMPm.
  12. Confirmed by both myself and Despon, EMP Missile is still only performing 50% Damage to main target (player)
  13. I always appreciate every % of accuracy I can get, I wonder why no note of this was made. It's a change to a very substantial and meaningful meta component
  14. Thanks for posting here Bret! This is good news indeed. Hope to see the intended functionality come to play soon! :-D
  15. I have tried using the search parameters for "Battle over Iokath" and every permutation of combined lack of spaces, or dashes or whatever else I could think of and I cannot find it. I will continue looking though while I see friends in that map. Maybe We'll crack the code eventually. Guess it gives me something to do between matches?
  16. I suspect somewhere in the coding the map is referred to as something entirely different (Like starfighter#13504) or whatever code they might indicate in their base coding. I wonder if it just never got translated.
  17. Does anybody know what the search parameters for /who in the new Iokath map would be?
  18. EMP Missile is now bugged again after the nerf to the damage to AoE targets. It now does only 50% damage even to the primary target as well. Maybe if the coding is just too difficult to separate out the main target vs the AoE Targets, you should just reduce the damage from 369 to 285 (or some other similar number) and just leave it there for all targets. This damage nerf is making the missile very unattractive right now and really only benefits from the lock out feature of the missile more than the actual damage other than being a killshot on a low HP Target Edit: I realize now that I had misunderstood the intent of the changes. This is indeed intended
  19. There has been a pervasive bug for a long time now that has caused Tier 4 and 5 components (and more rarely entire blaster components) to deselect and require re-selection upon logging in each day.
  20. My personal preferences: Move my Debuffs bar to just above my Abilities bar, and increase the Scale of my map to MAX so I can spot DO's in TDM's better and see where my team is going better. Also remember to go to your Preferences -> Cooldown Text - Show Cooldown Text to make sure you can maximize the use of your abilities and cooldowns
  21. Regarding Crew Skills and CoPilot abilities So far my experience playing a TON of T2 Strike on both imperial an pub side is the following in order of preference: Hydrospanner is unmatched in its utility and importance especially in TDM, but also in Dom. Taking one Protorp leaves you at Low enough HP that a few HLC Shots can EASILY Kill you, Hydrospanner mitigates this weakness almost completely. If evasive and smart enough with cover, you can heal up a huge amount of your HP Pool and over enough of the match, even heal to full. Combined with Reinforced Armor, you become a very difficult target for other Strike Fighters to kill, which aids you in being lower on death count and as well, being alive longer to continue kill runs. In Dom matches, it helps to ensure that you won't be one of those EMP Bank shot kills on a satellite as you are far less likely to be at a sliver of HP. Bypass is an exceptional skill to take but is not as strong in matches as Hydrospanner is due to the short length of time you have it active. As an offensive skill, I feel that this so far has been the best crew skill to take if you run HLC especially in order to pick off low-HP targets (of which there are now tons of them thanks to Protorps). It keeps the battlefields rid of those pesky low hanging fruit flies that still throw nuking Protorps. Wingman is a very good as well, and may be superior to Bypass in Dom matches due to it's ability to improve shot accuracy while circling nodes, which is, of course, the name of the game in Dom. In Overall Utility offensively, however, Bypass is still superior for me. Running Interference has always offensively been a good skill, however, in the protorp meta, it is less meaningful as you cannot evade a missile with it. It DOES help when charging gunships, however. At the end of the day, my ideal build still has Hydrospanner on it although Bypass isn't a poor choice by any means, it is not as meaningful in as many situations as Hydrospanner is. The benefits of Hydrospanner outweigh the decrease in offensive capabilities you get in either Wingman or Bypass. On to a related matter, the ENGINEERING Crew chosen largely determines the availability of Hydrospanner short of taking B3G9 as a republic toon thereby giving up Increased Firing Arc, which I think most of us would agree is a pretty crucial crew skill bonus to have. So for Republic side in Engineering, you can take T7-01 which gives you Hydrospanner, but you take Double Blaster (Power + Efficiency). For Imperial side, you can take Blizz, who gives you Double Engine (Power + Efficiency). There is ZERO Contest here for a T2 Strike Fighter. Double Engines hands down. I tried for 4 matches to use Double Blaster, even being more conservative with my engines and using cover more, the drawbacks to loosing the double engine were too high for the meager benefit of taking Double Blaster. No Contest here: for Engineering, Blizz is Best. The end result of this is that Imperial side gets a tremendous advantage with Hydrospanner use. For the game that is currently being promoted with Protorps everywhere, Hydrospanner isn't being beat and Imperial Side does reap all the advantages and benefits there of. I have yet to see this be a true balance issue but I do know that flying Imperial side "feels right" to me because of this disparity.
  22. I always enjoy your content Despon! Well done!
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