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JadedJasper

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Everything posted by JadedJasper

  1. Might just be that you didn't frame it right. I've pretty much zero interest in testing, and could care less about winning some Cartel Ship I'll never use... But I'd love to play in a match with all experienced players pulled from all the servers, that merely happens to be on PTS. Sadly I just checked, and PTS is indeed offline. :-(
  2. Please look into Cluster Missiles hitting you after you evade too!
  3. No, you can't lock someone for several seconds after they Evade, Distortion, or EMP Field. It just doesn't work like you describe.
  4. Does each server have it's own corresponding test server, or do they all feed to the same server? If the later it'd be fun to setup a time and have pilots from all servers show up.
  5. Evasion moves block all missile locks on you, not just one. The exception is the bugged Cluster missiles. Or hmmm, maybe seeker mines and missile drones too? I haven't done any testing with those...
  6. Might be Cluster Missiles with the double upgrade? For some time now they've had a bug where you often have to break the lock of each 65% damage missile separately. Not sure whether this patch fixed it or now. I don't think I've had it happen yet, but then again I'm seeing far fewer Flashfires and Stings.
  7. Enough to make me consider them, but not enough to make me use them. I'm tempted to stick them on a Nova Dive, fly up behind a Gunship or Bomber, start locking Thermite at long range, then close in to pop EMP Field while dropping shields with lasers, holding the Thermite until their shields are down for burst damage. Long setup though, and using Rocket Pods gives similar damage but is more generally useful. That or Sabotage Probe. I suspect you'd have to tag team with someone using Ion Missiles or Ion Rail to make Thermite worthwhile.
  8. It's still handy as you can come up on the other side of a satellite and get in range for the EMP pulse without exposing yourself. Then you've got 18s to either finish the Bomber or take out the mines or turrets, which is tight, but doable. Definitely easier with the EMP Field than without!
  9. Even better -- the effect lasts long enough that you won't need a Sabotage Probe to finish them off. It's something like 18s last I saw on PTS, and it also stops afterburn IIRC. Honestly, it looks brutally overpowered, and I wager there are going to be a ton of complaints in short order, mostly from gunship pilots who are just going to get bent over. Then again they'll probably mostly be playing Bombers, which EMP is a bit too short range to be all that effective against. :-/
  10. That can happen too, but has different audio cues. It also doesn't happen near 5k, which is the range I've used to verify this bug. What you get is: launch sound, some time passes, barrel roll to break, missile incoming sounds starts again immediately, some more time passes, then finally one 65% damage missile hits you. There's more than enough time between launch and connect to rule out lag, especially if you boost away after launch. It's mostly annoying because of the shield pierce.
  11. If only all my opponents would use this much less effective version, rather than the one that keeps nailing me through barrel roll.
  12. Also the +25% ammo crew ability is applied too late, yielding 15 rather than 12 shots.
  13. Cluster Missiles with the "double fire" 15k upgrade will often hit you even if you use your engine ability (e.g. Barrel Roll). Is this intended? It makes them much more potent than they would otherwise be, as the only way to avoid it is to cancel their lock before they fire, but then they can just immediately relock you. This is becoming much more commonplace as more and more people max out their Flashfires and Stings. Seems like a clear bug to me, but I'd love to see some clarification on whether it's intended. It's becoming more annoying than Ion Rail tapping.
  14. I know probably a dozen pilots who regularly do that, myself included. And that's just on one server. It says more about the majority of pilots being green than anything else. I'm not quite sure why pilots fly straight for several seconds while you gun them down, but I see it all the time.
  15. Wow, they really did nerf Bypass to 16% (Just checked on PTS). Is anyone planning on still using it? I already was only using it stacked with the piercing from Heavy Lasers and Concussion Missiles, don't think I'll even do that anymore. Can't say I mind though; it'll be more fun without it.
  16. Balanced? Sure, at least once the Ion Tapping is nerfed. But fun? Oh yes, it's so much fun chasing gunships repeatedly back to their cruiser.
  17. That's a completely ridiculous mathematical breakdown comparing apples and oranges, with a spurious formula to boot. And you took 3 pages of screen to come to your bogus conclusion. You completely ignore the actual strengths of Quick Charge, namely the thruster regen and ability to use it /after/ you've been hit, and you also left out the weakness of Distortion Field -- that you have to guess when to use it ahead of time and a skilled opponent will just stall it out. So yeah, if you just stand at point blank and trade fire, with a signal so the Distortion Field Scout can pop it at /just/ the right time then Distortion Field comes out ahead. Pity that bears no resemblance to the actual game!
  18. Yep. Clearly he was using Barrel Roll and you weren't. If he'd done that in a Scout he'd have dusted you by even more, especially if upgraded for +20% speed. Check out Barrel Roll yourself. It's the best all around Engine power.
  19. The next patch is apparently adding a keybinding that'll let you look backwards.
  20. It's alright with other weapons as a surprise against an already wounded ship, but against a ship with full health you'll end up going through all their shields whether you use Bypass or not, and something that added firepower works better. Stack with the shield piercing on Heavy Lasers or Concussion Missiles though and you blow up fresh ships while they still have shields left -- a huge effective damage boost. Their range is better for finishing off wounded ships too.
  21. Bypass is great with Heavy Lasers and Concussion Missiles.
  22. I'm becoming increasingly convinced via testing that Evasion is a separate roll from Accuracy -- i.e. chance to hit = accuracy * (1 - evasion). Nothing rigorous enough for a proof (as I don't know for certain what my targets have upgraded), but the edge cases are telling, e.g. +accuracy not getting even a few shots through head on against maxed evasion, -evasion increasing damage substantially on a 0' angle shot while +accuracy doesn't help, etc. In Your Sights definitely has a different impact than Wingman. And yeah, the numbers for Evasion are 41% base with a maxed out Scout, +75% with Distortion Field active. There are a few other modifiers (e.g. Targeting Telemetry), but that's the most common case.
  23. If you can't handle 4X's Jaws of Liberty you have no soul!
  24. Blizz is hilarious Imperial Side, he just gets so excited. For the Republic it's hands down M1-4X, he's too damn funny when he's channeling Minute Man.
  25. That only works if they haven't also maxed out their base Evasion. You can get through even maxed evasion a bit via effects that reduce Evasion, but not enough to be worth it if they're also shooting you. But yeah, all you need to do is feint one pass so they waste their Distortion, then come back and burn them. Locking them with missiles from outside blaster reach is great too. Just parking next to a satellite is a weak strategy.
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