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dancezwithnubz

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Everything posted by dancezwithnubz

  1. Throwing in my $0.02 Getting this outfitter gear instead of something I could deconstruct for useful materials is a real bummer and came as a shock. Revert please.
  2. without knowing the ping of your opponent, it's hard to say for sure, but sure sounds like desynch to me. 30-60ms ping? *sigh* I DREAM of a sub 100 ping... the joys of being an APAC player I suppose....
  3. hey, i once gave the site FOUNDER of one forum I'm a mod of a three day holiday over a similar incident. he got over it. granted, that incident took place in a sub-forum dedicated to political discussion. after some early ugliness in that sub-forum, I wrote up a set of blitzingly strict rules which are, by and large, followed very well and there's some awesome discussions going on.
  4. I left in the key words of your response. Verain picked a fight, then argues the toss while making derogatory remarks. all of which adds up to: personal attacks on another member in my books. Who cares why he called himself LordArtemis? fine discuss the background of the name Artemis, but there's no need to "make fun of the guy" in quite that manner.
  5. what sort of ping do you play with? i'm on ~250'ish as standard and I regularly see evidence of desynch, most easily seen with extreme-range railgun shots that hit even though the target has just fled out past 15km. back in my Diablo II days, desynching the server was ludicrously, idiotically easy. whole swathes of PvP tactics were developed that took advantage of desynch. edit: you SURE you didn't accidentally put the DS to the wrong arc?
  6. I've been a moderator on several gaming forums over the last ~15 years. if you posted a personal attack on another member like this on any forum I'm a moderator of, I'd ban your ***. if it was a repeat offence, that ban would be permanent. you truly live up to your claim to be "the most despicable person on the GSF forum" with this sort of trash. edit: for a bloke (assumption on my part) who whines about 'ad-hominem' arguments, you're a past master of both strawmen and red-herrings. what's next, will you start playing the victim?
  7. the major problem with too much happening client side is that the opportunities for hax starts increasing. a lot of game hax rely on fiddling with client-side stuff and fooling the server. i'll pass thanx.
  8. now THIS i agree with 100%. I think all the theory crafting in the world will be no substitute for trying out some different ideas and seeing what works and what doesn't.
  9. i still reckon TT and BO are fine as they are. it's when you combine them with CF it gets silly.
  10. Let me be crystal clear: It's a grubby tactic and I don't endorse it. I don't go out of my way to use it and I generally despise those who do. Along with cap-ship running, it's a cheap, dirty tactic that ruins the experience for noobs and is ultimately not much fun for the campers either. I don't like TDM games where one team is forced back over the top of their cap ship and noobs keep spawning right in my gunsights (yes, they can choose another spawn, but they're noobs....). I also dislike 3-cap domination games where the winning side starts choking off the spawn. I'd actually like to see all three spawns available for the losing team in that situation (on Kuat/Shipyards obv) You also misread me. I'm not averse to the idea of cap-ship turrets coming back. Your suggestion is better than my initial post suggestion. I'd like to see it implemented just to see if it works as intended. My concern is, and always has been, that a "safe area" is ultimately good for no-one. The "Spawn in an exhaustion zone with a temporary immunity to that exhaustion zone buff" idea floated by others strikes me as a very good all-round solution that gives new players a bit of time to pick where they exit the exhaustion zone and enter the battle arena. Once you're in the battle arena, there should be nowhere to run to, aside from using the terrain to advantage.
  11. It's always nice to hear tale of someone who climbed the learning curve and found much fun at the top! I'm hanging for Star Citizen (got a pledge boat ) I really hope BioWare runs with GSF some more. It's an awesome little time-killer. Sadly, so much time can be spent in a queue. Gieb Cross-Server!!!!!
  12. Clarion/Imperium is an absolute blast to fly. seriously, they're fast becoming my second favourite boat (after T1 scouts). i went quads/thermites/repair/charged plating/power dive (nowhere near mastered yet).
  13. Ramalina wins this thread. nicely argued.
  14. again: were the thermites launched concurrently by two opponents or consecutively by one? consecutively by one opponent runs into the reload/lock on time that only leaves a couple of seconds of "double DoT" chance. I'm not saying you're wrong, it just strikes me as passing weird. Plasma warheads on rocket pods stack their DoT just fine, as does the DoT from a Plasma Railgun.
  15. I can't help but wonder, does it actually refresh or just extend the timer by 15s? I'm assuming two different ships flipped a thermite at the same target, between the reload time + lockon time, there's not a lot of 'double DoT' opportunity. Ever gotten a critical hit with a thermite torp? I haven't. Yet
  16. hehe, now here's a fun thread. 100% total subjectivity for a change! my $0.02, best looking: 1: Blackbolt: I flat out love the design of this ship, especially with MLCs hanging off the wings. kinda reminds me of a Cylon Raider from BSG. 2: Clarion: Isn't she gorgeous? sleek lines and fitted with quads, actually looks almost like an X-Wing. 3: Bloodmark: stylin looking little boat, again the MLCs look sweet. 4: Sting: Almost a TIE-Fighter, looks totally dorky when fitted with bursts. 5: Razorwire: totally ****** looking boat. 6: Spearpoint: Dunno why, but I like the lines and the huge engines at the back. Worst Looking: 1: Rycer: what a flying monstrosity that boat is. 2: Mangler: Kind of Rycer looking but not quite as many hits from the ugly-stick (note: it's looks in no way turns me off flying it). 3: Ocula/Skybolt: Shudder. There's three scouts in my hanger, guess which one is missing (bleagh). Looks like a ***** with wings.
  17. To "make up" for that "inferior" DPS, slugs get huge range and deal out big damage when they connect. Comparing DPS figures on weapons with such vastly different in-game mechanics is, disingenuous to say the least. That "vastly inferior" DPS doesn't seem to stop gunships routinely topping damage output tables in a match (although Ion AoE certainly helps there, so I'm being a little disingenuous myself). Besides, how does nailing someone halfway across the map while they're busy engaging someone else somehow not qualify as an "ambush"? Neither TT or BO are overwhelmingly crazy on their own, only when you add CF into the mix do they get ridiculous. Perhaps that's the simple answer: remove Concentrated Fire altogether?
  18. look at the thread title: let's IMPROVE gsf experience for nub players. New players getting farmed by experienced ones in PvP is nothing new. It's been a fact of gaming since before Ultima Online. So much so that pretty much anyone jumping into any pvp experience fully expects to get trashed early on. The suggested fix for that has nothing to do with cap-ships, simply expanding the tutorial level to allow a second player in there for some friendly 1v1 instruction. Flying around that current tutorial level teaches new players very, very little beyond some very basic flight controls. The issue with cap-ship turrets is a different one which I have outlined and you have ignored: Gamers Will Use Any Tactic That Gives An Advantage. In the case of cap-ship turrets, I submit that they can ultimately benefit experienced players more than the noobs. Spawn Camping has also been a 'feature' of online games for a long, long time. It's, imo, a grubby tactic, but it's a tactic that wins games and a tactic that I'm seeing more and more in TDM matches where there's a huge skill gap between the teams.
  19. i really hope you're simply being obstreperous because that's some seriously powerful bull***** that only holds true if people never learn from their experience. my counterpoint is simple: having a known, immutable "safe zone" in any mode of the game, is ultimately good for no-one. Experienced players will find a way to use any 'safe zone' to their advantage, regardless if it's as the game designers intended. Gamers are the MacGyvers of murder. There is NOTHING. no conceivable scenario that gamers won't seek to turn to their advantage once a potential advantage becomes clear. Having a place on the map where you can hide and anyone pursuing you will instantly die certainly qualifies as a "potential advantage", no? By throwing noobs out into the slaughterhouse (which they are already, regardless of cap ship turrets), the lessons quickly simplify down to a simple: kill &/or get killed as opposed to Stay here and Live or venture out of this Safe Zone and Die. I get what your saying, I really do. I also understand you're flat out full of it if you think that rubbish actually applies.
  20. you misunderstand the lesson young padawan. you can dance around in the ring as much as you like, that's a large part of the tactics of any fight. Using terrain to your advantage is always a recommended course of action. "running" in this lesson means fleeing the ring and relying on security guards to defeat your opponent.
  21. serious question: have you ever been in a boxing ring or on the mats at a martial arts tournament? you learn a lot about yourself in those situations. two lessons, amongst many but two I learned that translate directly to the subject at hand: 1: no-one ever improved by fighting people they can crush. 2: running from a fight does not make you a better fighter.
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