Squatdog_nz Posted February 5, 2015 Share Posted February 5, 2015 I started playing in December after having previously played WoT/WoWarplanes and as a longtime solo PVPer/dual-boxer in Eve Online. Sekpanthers - Bastion (Imps) Impbait - Bastion (Pubs) Link to comment Share on other sites More sharing options...
Itkovian Posted February 5, 2015 Share Posted February 5, 2015 I'm not sure if a discussion on the UI issues really belongs in this thread, quite frankly. Perhaps it belongs better in a separate thread? As I understand it, the goal of this thread is to present the devs with a variety of low-complexity changes that could be implemented with minimal dev time. Namely, changes to values that are hopefully not hardcoded in GSF, and that are easy to manipulate without potentially introducing major bugs. Granted, no change in something as complex as a video game is actually simple, but hopefully most suggestions in this thread involve easily manipulated values. UI issues naturally fall outside of this category (including things like adding an artificial horizon or some such). Not to play moderator, but if our goal is to provide the devs a series of simple balance pass fixes, along with discussions on their merits, it's probably best we don't veer too much off topic as it may muddy the waters. Just a thought. Thank you. Link to comment Share on other sites More sharing options...
Gavin_Kelvar Posted March 26, 2015 Share Posted March 26, 2015 I know I'm late to the party but I just wanted to make a comment re: proton torpedoes. I think what would be most beneficial to buffing them would be a combined decrease in their lockon and reload time. I'm unsure that just lowering one of those two values will help much since even with cluster-level lock on times you're still looking at, under ideal circumstances, 12+ seconds between the first shot and second shot being launched if you don't also tweak the reload time. That still means that it's useless against powerdive and going to be pretty iffy against the other non-Barrel Roll abilities once you include travel time. Link to comment Share on other sites More sharing options...
Imgawna Posted March 28, 2015 Share Posted March 28, 2015 EMP field needs a shorter cool down time more like the reload time of EMP missle Link to comment Share on other sites More sharing options...
Verain Posted March 28, 2015 Author Share Posted March 28, 2015 EMP field is a lot stronger than EMP missile, it definitely needs a longer cooldown than the missile. Both could use buffs, however. Link to comment Share on other sites More sharing options...
Ryuku-sama Posted March 28, 2015 Share Posted March 28, 2015 EMP field is a lot stronger than EMP missile, it definitely needs a longer cooldown than the missile. Both could use buffs, however. It would... If it had 4.5km radius.. right now with like <2km radius.. EMP Field is worst tham EMP Missile. Link to comment Share on other sites More sharing options...
StrixHiraeth Posted March 29, 2015 Share Posted March 29, 2015 (edited) It would... If it had 4.5km radius.. right now with like <2km radius.. EMP Field is worst tham EMP Missile. I really like the idea of EMP field. However, it's way way too easy to end up being killed by the mines you are trying to EMP with it. I'm not certain, but I think that some mines do damage even if "destroyed" by something. Edited March 29, 2015 by Ymris Link to comment Share on other sites More sharing options...
Verain Posted March 30, 2015 Author Share Posted March 30, 2015 It is better because you can hammer it instantly against people. It doesn't have a lockon time, and can actually hit scouts. EMP field is much better than EMP missile. Link to comment Share on other sites More sharing options...
Ryuku-sama Posted March 30, 2015 Share Posted March 30, 2015 It is better because you can hammer it instantly against people. It doesn't have a lockon time, and can actually hit scouts. EMP field is much better than EMP missile. Yup.. Only problem is the radius being around 2km instead of 4.5km..... Link to comment Share on other sites More sharing options...
Verain Posted March 30, 2015 Author Share Posted March 30, 2015 It's 3km, not 2. Originally, it was 3. Then, it got buffed. Then, the first bugpatch (that broke the tooltips, nerfed ion, and some other shenanigans) nerfed the EFFECT back down to 3, while leaving the tooltips with the newer, larger value. http://www.swtor.com/community/showthread.php?t=763579 Link to comment Share on other sites More sharing options...
Recommended Posts