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okiobe

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Everything posted by okiobe

  1. Honestly a solo ship (any type) against a bomber/gunship ball is going to die in seconds most of the time. Even if you are solo queued you can attack as a group. Various configurations of the T2 scout have burst which is what you want in these situations to get in and out fast. In my scout I let the strikes soak up some of the mines and then flank the most skilled enemy in the ball. Once you clear most of the mines and one or two of their good players you can even the odds. Also if you are alone and you team doesn't attack together. Watch for stray GS and bombers that leave the area of the mines/drones. Often you can kill the bomber solo and then all his mines will blow up leaving those in the now non-existent mine field vulnerable.
  2. Those look like BS dps numbers to me.
  3. Are you suggesting that it's better to have more false positives and potentially ban a bunch of players with bad connections who aren't hacking? I would hate to further lower the player base just because they lag. To the op: In regards to getting hit by a cluster volley and losing all shields and some hull. This could be attributed to BLC and some bugs in its animation. Often the sound doesn't register for it and a little less often the bolts visual doesn't display and they are invisible. The only way I know I fired them is I see the flytext when I hit people. This mean while the cluster missile was locking on you could have taken 2-3 shots of BLC (That could be 2-3k damage right before the cluster hits). In my experience, my BLC take them most of the way down and by the time my clusters lock I fire them just to secure the kill (Sometimes my clusters lock but they don't release because the enemy died to fast. I've wondered if the other player sees this as instant missile damage from hearing a lock then dying). Other than some game bugs, unbalanced mechanics, and lag I have not seen any behavior that I would attribute to hacking.
  4. I'm pretty sure this is a shout out thread, not a call out thread. We are recognizing good play.
  5. Another thing to think about it the tracking penalty when you fire off center. All weapons have it some more than others. If you are having trouble hitting someone try to get them in the center of your firing arc. If you can't then maybe you need to disengage and try something else. PS This is a good thread. Hopefully you get more questions.
  6. Not really. If you are dumb enough to joust when its up then yes you deserve to die. But with strikes lower mobility and range it wouldn't really make them invulnerable. Once it runs out they can still die. It would also replace a shield component you you would have to choose.
  7. I've been thinking about a way to give strikes a defensive buff. What about a reflective shield similar to guardians in the ground game. It would block incoming damage and reflect a fixed amount back to the attacker. Put it on a 45 sec or so CD. This way they could block damage while also giving a surprise to a jousting scout. The reflected damage would not be avoidable by evasion. The devs could get more creative with the abilities to make each type unique and viable. EDIT: It would also reflect missile/torpedo damage.
  8. It affects them yes, but it is only an issue if they rely on the missile as their primary source of damage. If a bomber on live is using missiles I would say they are gimping their overall utility anyways regardless of their ability to hit a target. I don't feel they need more nerfs. I didn't even think the big escape nerfs they got were necessary. On a side note I think it was poor design to use the same components on multiple ships as it makes it hard to customize each ship to their role without gimping or buffing another ship. Those crying for missile break nerfs say nothing about how effective missiles are against scout when they hit. Just some rough estimates: A concussion missile does about 1107 damage upgraded. 28% of that will penetrate shields (~310 damage). A scout has about 1000 hp, often less. This means each hit will take 33% of a scouts hull regardless of their shield strength. If the community insists on making this a missile game then I would propose removing all shield piercing from missiles or reducing the amount of missiles you get on respawn from death. Most sim games I played where missiles were strong had limited missile capacity and they didn't penetrate defenses. I never suggested getting into a turning battle with a scout. But it wouldn't hurt to at least get in range to use your lasers. If I see a strike sitting at range and only using missile then I would say they are playing the class wrong. They aren't 'missile'ships. They are fighters with a strong secondary weapon.
  9. The more post I read about the DF missile break the more I feel it is just QQ from strikes. DF missile break doesn't affect gunships effectiveness nor does it affect bombers effectiveness. This leaves only scouts and strikes. Since scouts have rocket pods or clusters as the most used type I feel this QQ is coming from strikes using concussions or protons. The problem is that there isn't anything wrong with the offensive power of strikes. If anything they need a buff to survivability and defense (more the type 1 strike than the type 2). If you are having trouble landing missiles, learn to get in range and use your lasers. There is a high probability that a scout will use their defensive cooldowns when they lose their shields to laser fire giving you the opportunity to finish them with a missile. Let's stop the QQ of people who want to just sit at 5-10km and spam their right mouse button.
  10. I will say this. This may be your first post but you really know how to get everyone worked up and responding.
  11. Nah, you all mean Harbinger.
  12. A shout out to all the pilots in this video. It was a really fun match. Scrabs, Litoria, Touchdown, Pil, Rayema, etc. http://www.twitch.tv/okiobe/c/4204757
  13. This is the dream pvp feature. I would love to have this.
  14. Shoutout to Litoria. We've had some epic dogfights.
  15. I have to agree. Although if the Scrab on the Harbinger is indeed the real Scrab I'll reserve my view until I see him in a mastered ship during an even match. The only match I had against him his team got shutdown pretty hard. They could only hold 1 node most of the match.
  16. In the situation Streven is describing you don't really need a 'coordinated' group. When 6 of your teammates are backed up against the capital ship and you are the lone ship charging into their back line you will get focused. Not because they are particularly coordinated but because you are closest on their tab target. Those matches are no fun but you can use them to practice against impossible odds.
  17. I would like to see some support specific stats on the scoreboard and UI improvements to help support roles. 1. I would like to see healing (hull and shield) shown on the scoreboard. 2. Some thing on the scoreboard to show buffs applied to allies. It's hard to quantify the effectiveness of speed/turning/accuracy buffs to teammates but I would like to see some effort made there. 3. Have the UI show allied health bars at the very least and even better allow us to target allies. It is so hard to know how effective that repair probe or shield projector was or if it was even needed. 4. A hotkey system for targeting an enemy ship or objective. This would place a marker above or around a ship (like marks in ground pvp). This mark could be like ground pvp where it last until taken off or it could be a temporary mark (30sec) and ping the map alerting allies when it is placed (a la League of Legends). That last one is not really a metric but I just thought of it as I was writing this.
  18. Gunships are designed to be campers. If you leave them unattended your giving them maximum effectiveness. Think of it as playing against a scout or strike and flying 2k away in a straight line the whole match. If your team did that I'm sure a strike could rack up those numbers. Gunships have to be engaged at close range and forced to move around. When you do that their effectiveness decreases to nearly zero. If you can't get to the gunship because of other gunships/strikes/scouts then your team was just outclassed that match. I'll be bold and say I don't think they are unbalanced at all anymore (I don't fly GS btw). Give them an environment in which they thrive and they will wreck you. That's how it is with any class.
  19. Welcome to the Harbinger. As my sig says I'm okiobe (pub) and Mirque (imp). I look forward to facing you as you gear up your ships (I know the grind. I'm also rolling a toon on TEH.). Feel free to friend me and invite me to group whenever you see me on. GSF on Harbinger is pretty good but people are quiet for the most part. Maybe with the new players from POT5 we will have more in-match chat. Anywho, welcome.
  20. Are you talking about the TDM with me just a little while ago? If so I fly a sting. But yes the kills leader was a gunship.
  21. Well the Harbinger was always the best kept secret of GSF. With the influx of new players I hope the community stays vibrant. One of the best parts of GSF on the Harbinger was that there weren't a lot of hardcore premade teams. Looks like that is going to change. I hope you guys play both factions to keep things balanced.
  22. It depends on the opposition and the flow of the match. If the opposition is not near the satellites I don't chase them around. A turtling team in TDM will take longer to kill because I value K/D over straight kills. Yesterday I had a match against a less skilled team and had something like 78% acc with 28 kills and 6 assists. This could also be my playstyle. I focus on killing things as quickly as possible. My build runs the +acc crew member, with TT, and wingman. If i get behind someone at less than 3000 m I rarely miss and it's usually a kill in about 3 sec. Even if they boost away with such high acc I will land the killing blow at max range. EDIT: I'll stop hijacking this thread. We can continue the discussion in the tips thread.
  23. BLC scouts can get high accuracy. I consistently finish in the low to mid 70s and on occasion I've gotten into the 80s.
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