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DroidDreamer

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Everything posted by DroidDreamer

  1. I see. Do evasive maneuvers foil missiles or mines once they are triggered/launched? It seems inconsistent to me. Part of the need for different alarm tones is to help the pilot determine whether to use a move to avoid the damage.
  2. I had not tried that since I am normally positioning them out side of LOS so they can get shots off. This needs to be fixed quickly. I have trouble estimating how far back the drone/mine will launch so it's difficult to gauge it if will go inside the wall.
  3. That's good. Still needs fixing though. Deployed mines/drones should just stop at any solid object instead of going through them.
  4. As others have noted, the minelayer is an area denial ship that's not very good at forward offense in open areas. But it is a mean crab-like ship in close quarters given enough time to lay mines. I rock the hyperspace beacon but I imagine that with overcharge shields AND shield power converter they can be really tough. The drone carrier can push forward and set up defensive/offensive virtual nodes in space with mines, repair drone and offensive nodes. They work great posting up with a gunship to give mine/drone cover plus repairs while the gunship hits at range. Alternatively, two dronecarriers can set up a serious nest in mid-air. Lots of fun!
  5. Did not know that. Wow. If placed and timed right that gives you a free "extra" mine. They really should just fizzle out instead of exploding if you refresh/replace them.
  6. The other thing is that an 8k wide sphere doesn't help you while you're in it, though by then its too late.
  7. Well, it would be nice to know if I just got hit by a missile or a mine. Reduces confusion.
  8. I have some UI feedback on drones and mines but it's not about the sphere matching their entire diameter which would just look cheesy. First, the targeting reticule icon should be a different color and shape. Right now its the same shape as when an enemy targeted but the same COLOR as all the other non-targeted targets, red. Second, each mine and each turret should have a distinctive look. Mines all look the same. Drones all look like defense turrets. The HUD should INSTANTLY show a distinctive drone/mine look. That will help the pilot identify the ranges of the drone/mine. Third, missile lock on and mine lock on sounds should make a DIFFERENT lock-on/proximity/warning sound than the missile lock-on. That's all I have for now.
  9. Derp, derp. Yes, pick two. Now imagine glowing colorful spheres that fill out the ENTIRE diameter of each of their ranges, factoring in increased radius via upgrades. THAT is the point, not the correct number of mines bombers can drop.
  10. I think the goal is to make mines more visible. And the colored spheres help with that. Massive 8,000 meter diameter colored spheres are a bit of overkill, especially since bombers can drop three of each kind of mine.
  11. Flying my bomber, I am always looking for clever places to drops drones and mines. I tried to tuck my repair drone under the middle node in Lost Shipyards and it went inside the node. That's a bad bug and it needs to be fixed.
  12. Don't know about all these theories but I LOVE how the foils-up blackbolt looks. Instant Star Wars classic. I suspect they are holding on to that look for a new ship or some Cartel Market play.
  13. I've noted this. Once my railgun drone starts charging a shot because an enemy is in range and LOS, the shot will go off and hit the enemy even if they are out of LOS: through girders, asteroids, etc. To be fair to fair, I also see this sort of thing in ground PvP, like my sniper's execute shot or a saber throw boomeranging around LOS after a bad guy. The difference is that usually this occurs after the shot goes off and a delay lets the player get out of LOS. In GSF, it APPEARS that the drone's shot hits even if it finishes the charge-up cast time after the enemy is out of LOS. Could be the same though.
  14. I've noted ability delay and lag in some matches too. I'll press the button for an ability and it won't fire or it's delayed.
  15. I've noticed a lot less people turret dogfighting with the x-button or their magic distortion field. Suckers. Welcome to the fight! I agree with Shayd and others that GSF is much improved in 2.6. Bombers are tons of fun but they have their limits. Kudos to the devs for the balance pass on bombers since the closed beta. I'm having a blast!
  16. I noticed DF is much better balanced. Lots of shots still miss but it's not a god-mode button.
  17. Wish there was a visual clue other than the little weapon icon. The shot is a different color but by then it's too late.
  18. Definite improvement. I don't know exactly how evasion works (I know there are threads about this) but if 33% passive evasion means 33% of shots that would have hit don't actually hit, then it's still too high. Again, it depends on how it actually works but landing hits with accuracy penalties is hard enough as it is. If 33% passive evasion makes that materially harder, then the number might still need to come down further.
  19. Having a dedicated node guard will likely be even more important.
  20. Yeah, no more head-on passes or turret dogfighting. It's a good result!
  21. Based on the number I've heard people throw around -- with evasion scores in the 40s -- this doesn't sound like it gets GSF where it needs to be. But it's a start. Kudos to the devs for listening to the community. Now what will x-hitting scrubs do? Hitting the stop button + DF won't be as effective any more. Maybe y'all will join is in the dogfight! It's pretty fun: you chase people around and shoot at them and try to avoid being shot. A little harder than hitting the breaks plus your immunity button but you'll get the hang of it! :D
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