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Quarterly Producer Letter for Q2 2024 ×

Let's talk about Strike Fighters


AlexModny

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''' i just want a balance pass to make the ship that isnt as effective more effective for ALL levels of play just like the devs want.''''

 

and so do I

when a new player in any ship joins a match aims and shoots and does no damage not even one hit . but along comes somebody in 2 shots they are dead . the new player is wondering how did I just shoot at that guy used all my power and do no damage but in 2 shots I was dead ( I did and still wonder how) THAT NEEDS FIXED FIRST

 

the strike are not unreliable. because they turned up the other ships to much . the scouts got buffs now they are unstoppable . scouts have faster longer shooting guns then the rest . scouts got more evasion and accuracy that last longer. the gunship can not shot a scout at 15,000 m . so I say take the gunship out of the game . because that is what a gunship was designed to do . but they cried and now they sit at 15,000 m and laugh at the gunships . and then come under 500m and sit and kill the gunship because they know the gunship will run out of power before they do .and using the same gun

 

but since it is a MMO and not a Flight simulator we can add all the fairy tale, make believe, star trek stuff we want .so why . oh I know why so we can laugh at the dumb noobies when they try to kill us in the junk ships . because we cried and got the ships we wanted built up better and it is happening now .

 

like I said before just because the other MMO do this or do that don't make SWTOR like them . because star trek had teleports don't add them to SWTOR add them because Star Wars had teleports

 

and for the top aces it is meant to the ones that want any and all changes to benefit them more . and that the new guy are just noobs and that is the way a MMO is . so screw the noobs

 

 

if you would read what I said before . I have seen some go from sat A to sat C and back to sat A with out stopping .and I tried it in all my ships and none of them made it to sat C without having to stop . yes you can keep moving but the numbers slow down . but their numbers did not slow down THAT NEEDS FIXED before they do anything else

 

.the same gun on a scout is on a gun ship . but the scout uses less power then on a gun ship . why because the scouts cried and got it changed . that is why I say fix the game don't add more buffs to just one ship .

if doesn't matter what gun is on what ship the same gun should do the same thing . and that is what is going on with the strike fighters . it is not the strikes need turned up it is the others need turn down . it means that if they say it has 96% accuracy then make sure it does .

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''' i just want a balance pass to make the ship that isnt as effective more effective for ALL levels of play just like the devs want.''''

 

and so do I

when a new player in any ship joins a match aims and shoots and does no damage not even one hit . but along comes somebody in 2 shots they are dead . the new player is wondering how did I just shoot at that guy used all my power and do no damage but in 2 shots I was dead ( I did and still wonder how) THAT NEEDS FIXED FIRST

 

The only 2 things that would cause this are either 1: A bunch of evasion cooldowns are used and the target evades all the shots or the more likely 2: You either missed by incorrect aiming or were out of range.

 

the strike are not unreliable. because they turned up the other ships to much . the scouts got buffs now they are unstoppable . scouts have faster longer shooting guns then the rest . scouts got more evasion and accuracy that last longer. the gunship can not shot a scout at 15,000 m . so I say take the gunship out of the game . because that is what a gunship was designed to do . but they cried and now they sit at 15,000 m and laugh at the gunships . and then come under 500m and sit and kill the gunship because they know the gunship will run out of power before they do .and using the same gun

 

Evasion and Scout abilities have been repeatedly nerfed. The only buffs that Scouts have ever gotten are mostly to abilities most players still do not use with the one exception of Power Dive.

-10% Cluster range talent

- EMP Field’s “Missile Lock Immunity” upgrade now cancels in-progress missile locks when it is activated

- The Power cost of Power Dive has been reduced

 

The buffs have never added damage.

 

Scout weapons take the exact same amount of weapon power draw as everyone else, in fact no Scout has a magazine minor component so Scouts are usually at a disadvantage weapon power wise to the other classes.

 

but since it is a MMO and not a Flight simulator we can add all the fairy tale, make believe, star trek stuff we want .so why . oh I know why so we can laugh at the dumb noobies when they try to kill us in the junk ships . because we cried and got the ships we wanted built up better and it is happening now .

 

like I said before just because the other MMO do this or do that don't make SWTOR like them . because star trek had teleports don't add them to SWTOR add them because Star Wars had teleports

 

and for the top aces it is meant to the ones that want any and all changes to benefit them more . and that the new guy are just noobs and that is the way a MMO is . so screw the noobs

 

I just have no idea what point you are trying to make here. No one is suggesting adding teleports or that we want newer players to suffer.

 

 

if you would read what I said before . I have seen some go from sat A to sat C and back to sat A with out stopping .and I tried it in all my ships and none of them made it to sat C without having to stop . yes you can keep moving but the numbers slow down . but their numbers did not slow down THAT NEEDS FIXED before they do anything else

 

This is very easy to explain, there are multiple components in the game that give you enormous Engine power or Engine regeneration boosts, here are a couple of them.

 

- Booster Recharge (Scout system component)

- Engine Power Converter (Scout Shield component)

- Regeneration Thruster (Thruster minor component)

- Power Thrusters (Thruster minor component)

 

There are a few more, but in combination with each other can give huge engine boosts easily letting you travel from A to C and back without ever stopping boosting.

 

.the same gun on a scout is on a gun ship . but the scout uses less power then on a gun ship . why because the scouts cried and got it changed . that is why I say fix the game don't add more buffs to just one ship .

if doesn't matter what gun is on what ship the same gun should do the same thing . and that is what is going on with the strike fighters . it is not the strikes need turned up it is the others need turn down . it means that if they say it has 96% accuracy then make sure it does .

 

Your idea that Scouts use less power then Gunships with the same weapon is absolutely incorrect, in fact all Gunship get a Magazine minor component which gives them either more weapon power or more weapon power regeneration.

 

All Primary weapons on every ship currently function the exact same their counterparts on other ships.

 

As far as a weapon saying it has 96% and making sure it does that, they currently do.

The equation to hit a target is Accuracy - Tracking penalty - Target Evasion = Hit%.

 

So if your weapon has 96% Accuracy - 2% Tracking penalty (this is very generous by the way most weapons get way more) - 15% Evasion = 79% Chance to hit when you click the reticule.

 

I hope that helps explain some of the information you had incorrect.

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Thought I'd throw my thoughts into the ring on this one. I've read a few posts but couldn't be bothered with 37 pages, so apologies if I've repeated what someone's said.

 

...

 

I would envisage a balance where scouts scouted & skirmished, but get chased off once the troops (SF's) arrived. Scouts role should be to get places first, disrupt gunships and maybe a few other tactical jobs.

 

I think if you reduced the hitting power of the flashfire & the sting, and increased the turning rate of the Rycer (ultimate imperial dogfighter it says in description) and starguard so they had the advantage in an up close fight, then every ship would have it's place.

 

For one thing, the Rycer and Starguard DO NOT HAVE ARMOR components. So those two T1 strike fighters MIGHT be more maneuverable then the overloaded hull of the T2 scout, which packs armor, and electronic or physical components for a system ability, and enough fuel to boost across the map lickety split, and a missile system. The T1 strike fighters have what to show for it? the option to swap to a second pair of lasers, not fire both sets of lasers at once. Versatile, but the T2 scout has the ability to face tank any strike, and win with it's combination of offensive and defensive weapons. There's no need to avoid being in front of the strike, most of the strikes shots simply miss.

 

Currently, the meta doesn't support the descriptive text on the T1 strike and the T2 scout, if anything they may have swapped roles, as being the 'almost good enough to be a strike, but deadly in the right hands' and the 'permier dogfighter'. The strike has to get the jump on the scout and the scout can escape or turn to engage with deadly results. Having to go to a custom build like Ions+HLC or QLC and cluster missiles, just pushes the point home, 'deadly in the right hands but not quite as powerful offensively or defensively as a full dogfighter'

 

It's like a tank game where the M1 tank, is your tank, the M3 bradley is your scout. But the Bradley has tow-2 tank busting missiles that can give it a chance to destroy a tank. the M3 also gets fitted with holographic projectors that project infrared and visual images of it around so the attacking tank often hits an illusion...

 

Although perhaps the elephant in the room is the gunships, that don't seem to fit the star wars theme at all but they are part of our game and going to stay. Evasion is said to be the counter to gunships, because without it, gunships will vaporize everything... although strike fighters don't really have much evasion. What is their defense against gunships, if any? Bombers have hit points, trust me on this one, nobody one shots a healthy bomber with a gs. (unless portable death star laser fighters are canon?)

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''' i just want a balance pass to make the ship that isnt as effective more effective for ALL levels of play just like the devs want.''''

 

and so do I

when a new player in any ship joins a match aims and shoots and does no damage not even one hit . but along comes somebody in 2 shots they are dead . the new player is wondering how did I just shoot at that guy used all my power and do no damage but in 2 shots I was dead ( I did and still wonder how) THAT NEEDS FIXED FIRST

 

the strike are not unreliable. because they turned up the other ships to much . the scouts got buffs now they are unstoppable . scouts have faster longer shooting guns then the rest . scouts got more evasion and accuracy that last longer. the gunship can not shot a scout at 15,000 m . so I say take the gunship out of the game . because that is what a gunship was designed to do . but they cried and now they sit at 15,000 m and laugh at the gunships . and then come under 500m and sit and kill the gunship because they know the gunship will run out of power before they do .and using the same gun

 

but since it is a MMO and not a Flight simulator we can add all the fairy tale, make believe, star trek stuff we want .so why . oh I know why so we can laugh at the dumb noobies when they try to kill us in the junk ships . because we cried and got the ships we wanted built up better and it is happening now .

 

like I said before just because the other MMO do this or do that don't make SWTOR like them . because star trek had teleports don't add them to SWTOR add them because Star Wars had teleports

 

and for the top aces it is meant to the ones that want any and all changes to benefit them more . and that the new guy are just noobs and that is the way a MMO is . so screw the noobs

 

 

if you would read what I said before . I have seen some go from sat A to sat C and back to sat A with out stopping .and I tried it in all my ships and none of them made it to sat C without having to stop . yes you can keep moving but the numbers slow down . but their numbers did not slow down THAT NEEDS FIXED before they do anything else

 

.the same gun on a scout is on a gun ship . but the scout uses less power then on a gun ship . why because the scouts cried and got it changed . that is why I say fix the game don't add more buffs to just one ship .

if doesn't matter what gun is on what ship the same gun should do the same thing . and that is what is going on with the strike fighters . it is not the strikes need turned up it is the others need turn down . it means that if they say it has 96% accuracy then make sure it does .

 

Ok so from reading this I think there are some confusions. So lets get to them first.

 

 

Buff: The devs coming in and changing the way a component or upgrade works to make it stronger then it previously was.

 

Nerf: the devs coming in and changing the way a component or upgrade works to make it weaker then it previously was.

 

Cooldown: using an ability that provides a statistic upgrade for a duration, usually called a Cooldown as you have to wait for these abilities to be ready again.

 

Upgrade: an upgrade is usually something you spend ship requisition on that makes your ships progressively get slightly stronger as you play the game.

 

 

From what I am reading you arent complaining about Buffs... but upgrades... this again is an MMORPG meaning progression is a big part of the game. The primary thing you are complaining about is Evasion vs Accuracy which you dont technically need all that much in upgrades to get or abuse. It is true that new players have a problem hitting targets, but as always many of the suggestions I have been doing help in this regard. A big one is the Rapid fire laser buffs. They help with greater accuracy, lesser tracking penalties and a more bursty rate of fire to help new players make a contribution in the fight while still keeping progression. If you think no pilot here has ever jumped into a stock ship since we got ours to mastered then you really dont know to many of the pilots here. We even used to run a Stock night in which the only ships that were allowed were 100% stock non upgraded ships, now some didnt participate but many have. From what I can see this is a "upgraded vs stock" complaint which again many of my suggestions help stock ships a lot, but that doesnt mean that good pilots cant CURRENTLY jump into a stock ship and do great, in fact we have records of them doing just that.

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and why is it that way . because the other ships have cried and got buffs . and the buffs where to much .

 

No. NO. Your whole post is pretty damned unreadable, but this is the best one to call out because it's fast, and trivially wrong.

 

1)- We aren't all married to a ship type, because this isn't the ground game. We have favorite ships, but we all have every ship. You don't need to keep playing to maintain your gear, it doesn't decay. The reason we all agree on strikes needing buffs isn't because you stumbled into the strike fighter forums. Yes, we get that sometimes, but you wouldn't see almost the whole community in agreement on "strikes need buffs" if it wasn't demonstrable and unarguably true.

 

2)- There has not been a campaign of buffs. What you say happened, never occurred.

 

 

maybe instead of buffing the strike fighter you learn how to fly it yourself .like so many tell the new players .

 

Everyone in this thread knows how to fly strike. Some are pretty much expert level. That's the discussion that is happening. Don't pollute it ty.

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First off, THANK YOU DEVS for shining some light on this dark corner of the SWTOR universe!

 

I'm late to the party with this post but having only seen this post Monday, I wanted to take a few days to flesh out my own suggestions to (hopefully) make my suggestions as objective and thoughtful as I can. I'm glad I did because after reading through all of the replies the last few days there were some points brought up that my initial ideas did not take into account fully. Now, onto actually answering the question and sharing my suggestions for a way to buff the strikes that I believe will be most beneficial. (warning: wall of text incoming)

 

(Disclaimer: this is *not* a 'nerf/remove Y class rant -imo the 3 'main' classes are fairly well balanced and interesting as they are and should remain so.)

 

I think the trouble with strike fighters can be traced back to the “jack-of-all-trades, master of none” 'role'. But while this is a game of specialists I'm not convinced that Jack could not be a useful contender. -Jack's problem? He definitely is not a master of any trades -in fact he is a mere amateur. To give people a tempting choice over his specializing competition he *must* be “Jack, Adept at all trades, but master of none” rather than “Jack, a guy that casually messes with every trade but doesn't apply himself to any”.

 

To elaborate on this idea I would suggest we must determine whether the other 3 classes of ships are “Jacks of all other trades, Masters of 1” or if they are “Masters of a single trade, jack-of-no-others” (apologies for the lack of eloquence in that description).

 

If we assume that a ship that masters a specific role is also a jack-of-all-other-trades then the strike will *never* have a place unless a new role is somehow shoehorned in (something that would likely require completely rebuilding GSF from the ground up and hence not an option) simply because there would never be a reason to take a ship that was X amount good at roles A, B and C when you could take one that was X good at A and B but 3X good at role C.

 

On the other hand, if we assume that a ship that specializes in a specific role must pay for that specialization by being only mediocre or even poor at any of the roles outside of its specialization then it goes to reason that a “jack-of-all-trades” (aka a generally “median” power at every role ship) must both be less strong than a specialist in the specific specialization, but *stronger* than the specialist at *any* of the other roles. This is where I feel the strikes currently fall short.

 

If this hypothesis fits then the choice becomes do you pick a ship that is X good at roles A and B but 3X good at role C or do you pick a ship that is 2X good at roles A, B and C. At this point there may be a compelling choice to make, not before.

 

I think the reason a lot of people have been claiming the strike is 'almost' where it needs to be say that because it feels almost on par with the specialists in every non-specialized role so it seems to almost 'fit in'. But If the only way a jack-of-all-trades ship could ever hope to be a compelling choice over specialists is if the specialists do indeed have to pay a price for their specialization in every other role. If they do then it goes to reason the strike should not feel like it simply 'fits in' but it should feel superior to the specialists in any non-specialized role and only feel inferior to the specific role that specialist is a master of.

 

So if the above is true then the question becomes does the strike actually meet the requirement of being better at a specialists' non-specialized roles? To test this hypothesis I would offer that if the strike really were an overall “median” (or close to it) ship at every role at present [and hence better than specialists at any role(s) other than their specialization(s)] then if we removed any given class of ship tomorrow, the strike would logically step up to take its place by performing a similar (though not as fine tuned) role. Does this happen?

 

-Gunships are mainly a long-range class designed to take out threats from range before they can close the distance. This can be made to function both offensively (ie taking out defenders or other threats from a safe range) or defensively (by engaging incoming threats to your formation/sat before they can get close enough to endanger them). Okay, so what if gunships were removed tomorrow, What class(es) would take their place?

Strikes do have 'medium-range' capabilities enabling them to engage foes at 4-6k ranges, but bombers also have a similar range as far as their standard laser and missile (should they choose to forgo a mine in the secondary spot) fair. In addition, T2 bombers have railgun drones which would most closely match the gunships' abilities, so the strike has no real advantage over the bomber as a gunship 'replacement', and while scouts lack the range of either of the other two classes, their speed and mobility do allow them to close from well outside of range to chewing-your-tail-up close consistently in a very short time so while they would feel even less gunship-like they would be able to fulfill the role the gunship has to a large extent (certainly not enough less than the strike that the strike would actually start appearing in a gunship-less game to fill that void).

 

-Scouts Specialize in speed and mobility as well as close quarters combat making them both effective gunship hunters as well as dogfighters that all other classes must be wary of should a scout slip up close to them. So this time, what if tomorrow scouts were removed entirely? What class(es) would fill the role vacuum they would leave in their wake?

Gunships lack the scouts' mobility, though due to the gunship not needing to be anywhere close (read up to 15k) in order to engage an enemy the gunship can still make its presence felt rapidly over a large portion of the map. Of course close combat is not something gunships care for at all (the T3 being something of an exception), but with only strikes and bombers to compete with -neither of which can close the gap quickly and both of which can be stopped in their tracks as they try by an Ion Rail from the T1- the Gunship would not have to become a dogfighter to replace the scouts' role as superiority fighter in most contests.

Bombers on the other hand also lack the scouts' ability to put themselves behind a target, but in the bombers' case the targets will usually be coming *to* the bomber lessening the importance of the bomber having high mobility itself. In addition, though the bomber does not do well at turning on an opponent to shoot it down, it still excels in close combat where its attackers must deal with setting off mines or dealing with drones.

Strikes would come the closest to 'fitting' the scouts' role as it is now, however the strikes face several problems: While they are arguably more mobile than the other two classes, in order to actually dogfight or otherwise threaten they must use their still very limited engine power fairly regularly making them more vulnerable while engaging targets than the other two. Thus, despite the theoretical advantage strikes have in mobility over bombers and gunships I would argue that in a scout-less game this mobility would not be adequate to persuade anyone that a strike would be a better choice in the scouts' current role as the other two. In addition, even if the strike can close the distance it is tuned to be more of a medium range ship and does very poorly at damaging targets very close to it or while trying to maneuver around obstacles only able to take occasional snap shots since it lacks the gunships' premier snap-shooter BLC and the bombers' no-need-to aim (or be on the tail of the target) mines. Thus while strikes feel more like an unoptimized scout than the other two classes, in a scout-less game I do not see where a strike would fit at present since gunships would be better counter for gunships (and already better against bombers when they have a shot), bombers would be better at close range encounters than strikes (even gunships would be better than strikes simply due to their BLC).

 

-The final class to consider are Bombers whose specialty is to deny a specific area to the enemy. Bombers are the masters of fortification, the premier guardians of nodes and force the opponents to work hard to encroach on the no-fly-zones they build. So what if bombers were removed from the game tomorrow? What class(es) would take their place?

This is perhaps an easier question to consider since bombers did not exist for some time in GSF (granted there have been a few changes since then). At the time prior to bombers Scouts were the premier holders of satellites. Their evasion “tankiness” means that they can essentially face-tank major attacks to a degree (RNG gods willing) though often they can simply fly in and out of the sat's fins combined with their passive evasion to make it extremely difficult for an enemy to kill them. In addition T2 scouts have access to BLC making them exceptionally well suited to killing any enemies that decide to try playing ring-around-the-satellite with them.

Gunships in contrast are not so good at denying areas if the enemy is already at closer ranges, but with the exceptional range that gunships have they do have adequate ability to keep enemies from entering a specific zone by destroying them when they are still a safe distance away so long as the gunships can destroy the attackers before they can close to short range.

Strikes sadly fair very badly in this regard at present. While they are slightly beefier than the other two classes on paper, that extra bit of health and shields really is not worth much in practice since they can not evade hits nearly as well as the other two. On top of that, their weapons are too short of a range to deny the enemy before they become a serious threat to the protected area like the gunship can, (at least not without seriously exposing the strike itself) and they are ineffective at short ranges compared to the other two. We are left with a strike whose only real 'advantage' over the other two possible classes in denying an area is simply raw shield/health which means another laser hit or two before they die (and since strikes can not be as evasive as almost every one of the other 2 classes' ships this 1-2 laser hits doesn't buy them any extra time in a real situation) meaning once again there would be no compelling reason to choose a strike if bombers were completely removed from the game.

 

I think the fact that strikes would not naturally fall into the role of the best “poor man's X class” if X class were removed speaks volumes to the fact that (if we accept the premise that all specialists must pay some price to specialize) the strike as it stands now is not an “average” generalist fighter but rather a Least Common Denominator generalist that is only as good at any given role as a specialist is at a role it was intended to be a poor fit for. If the strike is to be a true “jack of all trades, master of none” and yet still have even a small chance of being a competitive pick compared to any of the 3 specialists, it *must* be considerably better at every role any given specialist is *not* specialized for while not becoming quite as optimized for the specialists' are at their specific specialized role. This brings me to the very good point that Tomm brought up early in this thread:

The truth of the matter is you have to do exactly what they told you not to do in balance class.

 

MAKE STRIKE FIGHTERS OVERPOWERED

 

At the moment every single ship in the meta is overpowered in their own way and the only reason Strike fighters don't fit in is because they just aren't.

 

Strikes need to be (as a whole) overpowered. Period. And not just by a little bit. The only checks to this overpowering should be in order to prevent the strike from completely outclassing the specialists at this role (the buffed strikes *should* be encroaching on the specialists' turf, they just should not be allowed to own the rights to that turf). Honestly I would dare say that as long as the strike can not shoot from as far as 15k, can not outrun and outturn a scout (based on chassis alone) and can not poop mines, the strike almost cannot be buffed too much simply because it needs to do *everything* (noticeably) better than every.other.ship. *except* the 1 class that specializes in each of the very specific roles if it is ever to be seriously considered as a competitive choice to a specialist.

 

Due to the length of this post I will be putting my suggested changes in my next post. Thank you for reading:

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The only 2 things that would cause this are either 1: A bunch of evasion cooldowns are used and the target evades all the shots or the more likely 2: You either missed by incorrect aiming or were out of range

.yep I was aiming at rocks and believe I should still hit someone . if I know the gun has 96% accuracy don't you think I may know how fire it can fire ,

 

Evasion and Scout abilities have been repeatedly nerfed. The only buffs that Scouts have ever gotten are mostly to abilities most players still do not use with the one exception of Power Dive.

-10% Cluster range talent

- EMP Field’s “Missile Lock Immunity” upgrade now cancels in-progress missile locks when it is activated

- The Power cost of Power Dive has been reduced

 

The buffs have never added damage.

 

Scout weapons take the exact same amount of weapon power draw as everyone else, in fact no Scout has a magazine minor component so Scouts are usually at a disadvantage weapon power wise to the other classes.

 

. the power drain on a scout is less then what is on a gunship

 

 

 

I just have no idea what point you are trying to make here. No one is suggesting adding teleports or that we want newer players to suffer.

 

how about it this way Joe has played WOW for years and when WOW made changes they would always do this . SO because WOW did it ,Joe thinks SWTOR should do the same thing because Joe want SWTOR to be just like WOW . what I am saying if you want it like WOW .then go back to WOW . COLOR="red"]or lets put a railgun on a scout or this they had ships in star trek do this. lets add the to the ships in a Star Wars game

 

 

This is very easy to explain, there are multiple components in the game that give you enormous Engine power or Engine regeneration boosts, here are a couple of them.

 

- Booster Recharge (Scout system component)

- Engine Power Converter (Scout Shield component)

- Regeneration Thruster (Thruster minor component)

- Power Thrusters (Thruster minor component)

 

so a scout can use all 4 . all I have ever seen was 2 at the most but not able to have and use all 4 .

 

There are a few more, but in combination with each other can give huge engine boosts easily letting you travel from A to C and back without ever stopping boosting.

again I have tried it in my scout and all the other ships and still was not able .

 

Your idea that Scouts use less power then Gunships with the same weapon is absolutely incorrect, in fact all Gunship get a Magazine minor component which gives them either more weapon power or more weapon power regeneration.

when my gunship full of all power . shoots until all the power is gone and the scout is still shooting .if his gun is the same how can he still be shooting and keep shooting after all my power is gone if you look at power drain you will see scouts has a 15 power drain and all the rest have a power drain on the same gun is 20

 

All Primary weapons on every ship currently function the exact same their counterparts on other ships.again no they don't

 

As far as a weapon saying it has 96% and making sure it does that, they currently do.

The equation to hit a target is Accuracy - Tracking penalty - Target Evasion = Hit%.

 

 

So if your weapon has 96% Accuracy - 2% Tracking penalty (this is very generous by the way most weapons get way more) - 15% Evasion = 79% Chance to hit when you click the reticule.

so when I hold my sights on somebody that is red which means they are in range my circle on their circle . and I fire enough to use up all my power. how many times should I have hit them . I have done that many times and did NOT get even one hit .

 

I hope that helps explain some of the information you had incorrect.

 

none of my information is incorrect . the information on what they say a gun and such does. to what it does in a match is incorrect. I am telling what I see in the game . and it is not what I read.

get in a new ship and tell me if you get 79% hits .even get the best gun and see if you get 79% hits . so how many hits should somebody that doesn't use the f keys . how many should a complete new player get with the basic ship and basi8c crew be able to get . I am telling you that your numbers look good on paper but not in the game they are off big time . a new player that can fly and hold his circle on their red circle . should get a hit and if he is able to hold it on long enough to fire all his power away he should have killed that ship or did a good hurting on them by all the numbers . but I am telling you it is not happening . if the other ship would sit still all day a new player can holds his sights on that ship all day and the new player still would not get a hit .

 

since I don't know what I am talking about I have ships on both sides . one side I have not upgraded at all .other to get the components I wanted . and I am getting better end match stats. then on the other side which I have some ships only one or two components waiting for the last upgrades and I am flying the same way with both ,

 

 

you know what just forget everything I have said . and don't listen to me or any new player . and fix it the way you want . just don't ask me to play or cry wondering why the new players don't stay . I will tell you know why because you wont listen and want to fix it your way

 

keep it the Larry Curly and Moe show because some day that is all that will be playing

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Without going into all of the problems strikes currently face again (Nemarus' “rainbow post” early in this thread does a good job of that), the way I would address these problems as well as the one I point out above that strikes need to be overpowered vs any given class in every way except for that ships' specialization here are my

 

Proposed changes to Strike Fighters:

 

1- Increase Range of Weapons (chassis buff).

1a – Primary Weapons are in most need of a range buff. I would suggest increasing their range by 75% or perhaps even more across the board (Strike Chassis would provide this buff, not the components themselves) At 75% increase even Ions LLC and RFL would have a sizeable 7k range, Quads nearly 9k range and HLC just over 11k. This not only would allow the Strike to keep targets in its range longer to give it more of a chance to finish a kill but it would also give the strikes some fairly decent threat without totally displacing the other 3 ships' specific specialty roles (Gunships would still have slightly better range -and better burst at that range, bombers would still be the best at area denial despite strikes now being able to threaten a larger area themselves, and scouts would still have the best speed and point-blank range attack capabilities.

1B – Secondary Weapons would not be as important to increase the range on in my opinion but a (slightly) less extreme extension would compliment the strikes' new and improved mid-range style. I would propose increasing the range of any missiles equipped by a strike by perhaps 20%. This would give Clusters 6k range (6.6k if talented for range), while Conc, Ion and EMP missiles would have a range of 7k (7.7k if talented), Torps would have a 12k range and (if talented) Protorps would have a maximum range of 13,800. These two range changes combined would see Strikes able to threaten with all weapons up to the 7k-8k range and many builds would be able to effectively threaten in the 8k-10k ranges as well.

 

2. Increase Weapon Damage and reduce tracking penalties (Chassis Buff).

With the aforementioned (and in my opinion more important) buff to weapon range, both accuracy and damage will inherently get a buff, however (working from the premise that we really need strikes to feel OP'd in some respect if any buff is to actually be effective in making them serious contenders with the more standard ships) I would propose an additional buff to weapon damage as well as a reduction in tracking penalties to the strikes' weapons would still be useful without making the other classes completely obsolete: I would start by suggesting perhaps anything from a 15%-25% increase in damage from any strike weapon source, and maybe a 20% reduction to tracking penalties (ie if the tracking penalty for the weapon is 1% per degree off center it would be .8% on the strike whereas a weapon with a .5% penalty per degree would be reduced to a .4% penalty). I think the idea that people should not want to ignore a strike that is pointing in their direction is a good thing; Scouts can flee, gunships can engage at their maximum range with their burst and bombers can LoS like their life depends on it, making the strike come to them and eat mines in the process, but any type of ship that chooses not to use it's particular strength should pay dearly (and fairly decisively) for doing so, hence a large overall boost to the strike's damage isn't a bad thing the way I see it. While I feel the range buff would be the most beneficial, Nemeras has brought up the good point that strikes also need to have some ability to function under a sat. By buffing the power of weapons some we reduce time to kill without turning the strike into a burst class per say and we also make the few snap shots taken under sats bite a little harder. By reducing the tracking penalty we give any of the strikes' weapons a better chance to hit on the high deflection shots it would have to take while circling under a node.

 

3. Increase base Power Pool(s) -Engine Power in particular (Chassis Buff)

The main purpose of this buff would be to address the strikes' main mobility problems. While I don't feel the strike needs more maneuverability (at least not for the medium-range 'generalist' role), the thing that strikes suffer from more than any other class in my opinion (yes including oddly enough, bombers) is mobility. They can not afford to keep up with a target that chooses to run and can not run fast/far enough to shake any but the most uninterested of pursuers. In addition Ion rail is a total death sentence to a strike (Clarion being the closest thing to an exception to that rule) due to Ion's ability to totally shut down what little mobility the strike has. By increasing the base engine power in particular the strike would have a small buffer against an Ion Rail without making the Ion totally useless against an incoming strike. I Would suggest a 35%-50% increase in the base power pools on Strikes. My thought process in making this suggestion is that while Scouts would still be the masters of speed and on-demand boost ability, Strikes would gain a fairly impressive boost pool they can make use of at key times (such as keeping a target in their sights or running from a pursuer) but with the cost of longer 'down times' between having a full pool compared to scouts (which have booster recharge and S2E available as options to keep their engine pools replenished nearly indefinitely on top of the scouts more efficient engines while the strike would still be forced to take longer 'breaths' every so often). In addition the strike pilot would have the option to conserve their energy pool to give them enough energy to make a narrow escape if they get tagged with an Ion Rail, or risk being crippled by an Ion Rail in order to finish chasing down and finishing their target. This buff would increase both the strikes' survivability against arguably its greatest adversary (the Ion Rail) at the same time as increasing its offensive potential (since it relies so heavily on time-on-target due to lack of reliable burst damage to make kills). The reason I suggested increasing all of the Power Pool*s* is simply because I suspect the only increase that would actually drastically shift the balance of power in the strikes' favour would be the engine boost, so why not boost the weapon pool as well? Besides this, since energy management is one of the more advanced (and often mastered later in a pilots' career) the extra energy cushion for all of the strikes' pools would be beneficial to newbies that are still trying to learn how to fly and aim, much less manage their power settings.

 

 

I believe the 3 above changes would go a long way to addressing the problems the strikes have and make them worth at least considering for 1 or more of your 5 ship bar to take with you for tough matches. In addition, since most new players take the strike out as their first ship anyway since it's the 'all around backbone-of-the-fleet ship', by buffing weapon range and power pools in strikes I believe it will make the strike a more newbie-friendly ship by providing a cushion to 2 of the things I see constantly: Brand new players shooting their RFL from 20k out (this is something new players are forced to learn early one way or another) and people having trouble managing their power settings (this is a skill often not learned/mastered until a good deal later into a new players' career).

The 3 changes above I feel are vital to buff the strike adequately, I have separated a couple of other suggested buffs below that I believe would help flush out the buff and ensure the T2 strike doesn't end up feeling left out to some extent. The reason I separated these changes is simply because they will have a little more impact on non-strike classes and thus might be changes the devs will be less inclined to consider:

 

4. Increase Missile Dependability [without making Strikes best at only killing strikes] (Component Buff + Chassis Buff; or 2 separate Chassis Buffs)

-4a I think that the idea of reducing missile lock-on times (excluding Cluster and [though unobtainable for strikes at present] Interdiction Missile) by perhaps as little as 0.5 seconds each would give the strikes a little more burst potential. Though missiles are arguably more important to a strikes' lethality than to any other class', and buffing them would seem the most logical and immediate improvement that could be made to increase strikes' lethality, I worry that making missiles *too* spam-able may have an unintended consequence of adversely affecting strikes since they never have access to a second missile break and thus I would stop short of asking to make every missile have equal lock on times as the clusters do now. In fact if we reduce missile cooldowns I would suggest also:

-4b Lowering strikes' engine maneuver cooldowns to help avoid falling into the possible trap various people have hypothesized of the strike becoming its own hard counter while not gaining noticeably in matchups against any of the other classes. Since Strikes only ever have access to at most 1 missile break, a reduced cooldown (say 20% reduction in cooldown) would give strikes a small additional buffer to enemy missile slinging strikes as well as any other classes making use of quicker-to-lock missiles (assuming the missile lock-on buff were made on a component and not a chassis level) Yes, it would make the already tanky Clarion even tankier if it had access to 8 second powerdives, but if strikes become very lethal mid-range fighters (the ranges most non-cluster missiles are supposed to be effective) it only really shields it extra from other strikes' missiles since a scout would be ill-advised to engage at range rather than flank and attack the Clarion from melee range). For those interested in the numbers such a chassis buff would buff retro thrusters and Koigran Turn to being useable every 16 seconds, barrel roll every 24 seconds, the Clarions' Interdiction Drive would have an only moderately more useful 48 second cooldown and the largely useless power converters would be useable every 5 seconds which honestly wouldn't make them any more tempting an option than they are now.

 

While this Engine Maneuver cooldown reduction might help offset the aforementioned reduction in missile lock on times I'm still not 100% sure it would negate any chance that the strike would become its own worst nightmare, but I do think if the (fairly desperately needed by the T2 in particular) buff to missile dependability is implemented it would need to be implemented alongside something such as an engine cooldown reduction (or straight-up 2nd missile break component being added for all strikes) in order to not hurt the very ships that need it to be buffed the most.

 

 

Tangential thoughts: Despite this not being a strike change per se, I would be remiss if I did not mention that an alternate way of solving the strikes' general missile problems might be to nerf Distortion Fields' missile break (this coming from a pilot that 'mains' scouts running DF) instead of using my earlier proposal (4a & 4b) to lower missile lock-on times while lowering strikes' engine maneuver cooldowns. There are various ways nerfing DF's Missile break could be done to increase missile dependability across the board, whether it be making the missile 'break' simply force the opponent's lock to take longer instead of actually interrupting it/breaking the missile; Making DF's missile break only work *prior* to the missile being put in the air (Would help some but I'm not sure it would help the strikes enough with their missiles); the distortion evo could have an increased cooldown time by 10-15 seconds more than now (alternatively DF could start with said longer cooldown period and the missile break simply doesnt change this but the extended duration option (left option) would decrease the cooldown to the current amount, etc. Of course I would also not be completely opposed to the idea of removing the break entirely from DF but after reading some of the discussion I will concede that I may not have enough facts to say this is the best option (Though I fly DF scouts I fly gunships much less often -and fairly poorly I might add- so I might be oversimplifying how such a change would impact them, and on the same note I also have not reached the level of the likes of Tomm, Xiao, Sriia, etc to be subjected to constant focusing by multiple opponents so I will not be able to say that removing the missile break would not cause serious problems for those elite pilots that are focused relentlessly in every match. I apologize if this particular item is off-topic but it's hard to talk about strikes' problems without talking about the problems with landing missiles which largely comes back to double-missile breaks. And despite broaching the subject of DF, I think my suggested reduction in lock on time coupled with the reduction in engine powers' cooldown would address the same problem to at least a tolerable degree.

 

 

Final thoughts: While I do think adding some components could be useful for the strikes (ie retro thrusters for T2, Thermal Torp/Interdiction Missile for the T2, Buff overall to RFL, Feedback Shield for T1, etc) I am making these suggestions Assuming that the devs current preference is to try buffing what we already have rather than adding new components into the mix. In the event components being added to the class were on the table I want to quickly note that my suggested changes to range, damage and tracking for primary weapons should *not* apply in such a proposed state to BLC since I specifically was not taking BLC's already overtuned qualities into account when coming up with those numbers.

 

Some info on me for those interested in what biases I may have from playing GSF in looking at Strike Fighters: I have flown over 1400 matches logging around 220hrs in the GSF cockpit to date between over 12 toons. I started flying the first week early access opened up, flew almost daily up until just about time bombers were released when I had to take a break from SWTOR for RL reasons. I returned to GSF december/January this year and have been flying regularly on a near-nightly basis with at least 1 of my toons if not more. My “Main” class is scout (primarily T1 with some T3 mixed in) but I have flown strikes the 2nd most of any class (over 25% of my total time played and double the amount of time I have flown my third most-flown class. I am somewhere in the unspecific range of “average-ish” pilots and tend to stick on my home server most of the time I fly.

 

 

 

TLDR:

Strikes need to be better than a specialist ship at every non-specialized role and need to feel OPd as a whole.

Musts:

 

-1 Increase primary range a *lot* (75% or more) -chassis buff

-2 Increase Secondary range some (20%) -chassis buff

-3 Increase weapon damage noticeably (15%-25%) -Chassis Buff

-4 Decrease weapon tracking penalties (by maybe 20% of the normal penalty %) -Chassis Buff

-5 Increase Power Pools (35%-50%) *esp. important for engine pool. -Chassis Buff

 

Also needed (particularly for the T2 Strike) but with added risks of having knock-on effects on other classes:

 

-6 Reduced Missile Lock-on times for all non cluster or interdiction missiles (reduce times by 0.5 seconds.) -Chassis -or- Component buff. Should only be implemented with:

-7 reduced engine maneuver cooldown (reduce by 20%) -Chassis Buff

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Alright, just spent the last 5 hours playing GSF as a Striker. DPS needs to be doubled or something. Most if not all types of strikers have medium range cannons. They are god awful in a close quarters dogfight. Medium range opponents won't stay in the line of sight for the Proton Torpedo. It's especially hard when the lock-on time is too long and the radius that it picks up the enemy is far too small to stay locked on long enough. Engine pool and speed need an overhaul.
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Here are some thoughts from Gavin_Kelvar, aka Aodhán on JC - a longtime SF pilot who used to post on this forum but has dropped to preferred. Some really solid commentary in here, I think:

 

So I’ve been MIA for a long while from GSF. In no small part this was because the meta got stale for me since competitive matches had such a predictably narrow range of ships that could be used it got tactically boring. Strikers are my favorite ship yet they aren’t viable in a competitive match and having to regularly fly scouts/GS (I have no interest in flying bombers) instead of the type of ship I wanted to fly turned me off to queing for matches entirely for a long while. (I wouldn’t mind flying scouts or GS for a little variety but I don’t want to have to fly them or basically be food in a competitive match). I’m thrilled that the devs may give strikers a long overdue balance pass and here's my list of priorities for strike fighter buffs:

 

1) As others have said boost the engine efficiency and power pool so strikes are the distance runners and scouts are the sprinters.

 

One reason strikes failed as jack of all trades is that their engines are so inefficient, they could never respond to threats as timely as, or competitively with, scouts. Another is that once a scout engaged them they have no ability to flee or reposition to turn combat to their advantage, like a gunship they require a wingman to peel but unlike a gunship they have to engage the scout at nearly the same effect range of the scout’s weapons (or the same range if not using HLC). Very Catch-22

 

If a scout can boost 20k meters and a strike was given the ability to boost 40k meters it would allow a strike the space to flee or turn and set up an attack run on the paying scout. (20k gives the strike the space to choose to either continue fleeing or turn and engage, 10k is too small a distance to allow a strike sufficient time to turn and set up an attack run on their pursuer).

 

Scouts could still use their superior speed to flee a strike in the short term but they'd no longer be assured that they'd only have to engage a pursuing strike if they wished, and on terms of the scout’s choosing.

 

2) As others have suggested do a % buff to strike primaries such that a strike using QLC alone would do near equal DPS to a Quad ‘n Pod scout with TT active. Part of the reason strikes are inferior to scouts is that the lag so far behind in DPS.

 

It's never made sense to me why the lighter craft had the ability to do superior DPS to a heavy fighter. This buff would inverse the meta so a scouts system ability would briefly make it do strike level DPS instead of the current situation where scouts exceed strike level DPS. By making striker primaries do this level of DPS it also makes strikers no longer reliant on missiles to contribute to their DPS.

 

This would make utility missiles like EMP more appealing since strikers would not be crippling their DPS to pitiful levels by not taking clusters/concs/torps.

 

3) buff shields to make it more tanky and distinct (such as lowering its regen delay and buffing its regen rate alongside a buff to base shield hit points). The class as a whole needs something to make up for being unable to stack evasion to avoid damage outright and DR being so easily countered.

 

4a) make non-cluster missiles reliable. Whether that means removing DF’s missile break so all ships have only 1 break, lowering missile CDs/locks or some combination it needs to be done so strikes actually have a meaningful secondary instead of being stuck with clusters as the only viable option (in which case they are just a slower, less agile scout).

 

4b) buff torpedoes to have a 16 degree firing arc by default, lower the base lock tine to 3.5-3 seconds, lower the CD to 8.

 

The current firing arc is just too small to make the weapon user friendly and, IMO, a primary cause for ninja lock losses. The current lock times are so slow even bombers have the ability to break LOS unless they’re caught in the open; the lock time also means that strikes have to fly straight and level for a good while leaving them far too vulnerable to fighters defending the bomber.

 

Additionally the reload makes it so a strike can’t efficiently kill a bomber/put pressure on a bomber, minimizing their ability to contribute to their team capping a node and, if repairs are in play, means they’ll have a difficult time killing the bomber efficiently if they have to primarily rely on torps to do so (I have been in matches where defending fighters are doing a very good job at minimizing your ability to make attack runs on a bomber with blasters leaving torps as the only way to hit them with significant “burst” dps).

 

5) give strike maneuverability a buff of 10%. This will put it much closer to a scout in terms of maneuverability without equaling or surpassing scouts.

 

This will be an especially large buff to the T1 and any other strike using RFLs/LLCs since it will put them in a much better position for going toe to toe with scouts at close range. For all strikers it will help them keep enemies within the firing arc of their missiles and center enemies to mitigate primary weapon tracking penalties.

 

Now on to strike variant specific upgrades:

 

1) T1s

 

a) replace charged plating on T1s with something else. This is a trap component without the armor component.

 

b) give them LLC and/or make RFLs useful. Currently they effectively have no close range primary that can do lethal hull damage. Or if balancing BLC to not be the close range BiS weapon then give T1s BLC. Being stuck with the weakest close range weapon is crippling, especially for newbies.

 

2) T2s

 

a) give them all missile options. they’re a missile boat that for some reason can’t equip all of the missiles, some of which are among the best types (thermites, interdiction, rocket pods etc.)

 

b) give them retros. This will help with missile locks soooo much

 

c) replace armor with reactor. I get that armor was probably put on to fit the flavor text but unless chassis specific to each strike variant are created it just ends up hamstringing a T2s defense. Although the flavor text indicates the T1 is a dogfighter lacking anti-armor ordinance, T2 as a generalist with anti-armor ordinance functionally the T1s primary weapon swap gives it as much anti-armor flexibility as the T2.

 

You’d have to heavily nerf T1s by removing both HLC and torps to begin achieving what the flavor text says and you’d still need chassis with individual base stats for each strike to not simply gimp one variant or the other. Instead of weakly attempting to fulfill the flavor text, give the T2 components that best compliment the generic strike chassis. IMO there’s nothing wrong with having two strike variants that basically cater to either WWII era dogfight with guns or modern era missile combat (if all missile types were reliable that’s basically the distinction between T1s and T2s we’d have already). NOTE: if armor is replaced with reactor CP should also be replaced with whatever shield component replaces CP on the T1

 

2) T3s

 

a) first and foremost give up on the idea that these are “support strikers” where support is first and striker comes second.

 

I get the feeling that a lot of the offensive weapon choices were made with the “support” idea in mind but the length of its system CDs is such that offensive flexibility is still going to be the T3’s primary role, with support coming in second. It’s better, IMO, to think of them as heavy strikers whose primary purpose are to be tanks that can assault heavily defended positions with greater survivability chance than other strikes (or scouts), with support utilities.

 

There’s nothing wrong with T1s/T2s being generalist strikes with an emphasis on dogfighting and the T3 being heavy strikes with an emphasis on assaulting fortified positions. to this end:

 

b) as others have said give it HLC. There isn’t really any iconic strike weapon since all its primary weapons are shared with one ship class or another (RFL, LLC, QLC shared with scouts; HLC shared with bombers).

 

Design wise QLC looks very X-Wing and HLC look very ARC-170, so IMO on looks alone they’re equally iconic strike weapons. Unless one wants to argue that QLC should be taken from scouts there’s really no reason to say HLC shouldn’t be given to T3s on the grounds that bombers use it too. Of the strikes the T3 probably has the best survivability chance against a bomber yet the lack of HLCs limit its ability to utilize this advantage.

 

This in turn limits its ability to support the team by having to rely on other ships with anti-armor primaries to do the job even though they’re not as durable as the T3 (assuming no friendly bombers available or GS to snipe). Or the team has to rely on T3s slowly killing bombers with torps (keeping in mind some matches you need either the range of HLCs, torps or both to safely take out a bomber). Having T3s with HLCs + torps would greatly improve it’s ability to support the team in dom.

 

d) buff CC so it primarily buffs the T3 with some group utility, rather than the other way around. Currently CC is just not as useful as repairs because they are not as useful for the T3 itself when it finds itself in a situation where using its systems ability may be beneficial even if there aren’t a lot of allies present.

 

e) ideal world change: replace sensors with thrusters or magazine.

 

The strike chassis just isn’t designed to benefit at all from sensor components and it seems that this is only there for the sake of following the flavor text. Strikes should always be in range of allies so buffing comm range beyond the crew passives buff serves no purpose; dampening does nothing under 15k meters and strikers are not well suited to hit and run tactics; range is useless unless a T3 finds itself alone, in which case the pilot’s not supporting their team in their “support” strike.

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what is so hard to understand . a new player that holds his sights and is in range onto another ship can not make any hits . it has nothing to do with upgrades, MMOs. buffs nerfs and anything else you want to call it . if a new play can not join in a match and aim at the other team and make a hit . but in 2 shots from the other team he is dead . how many new players do you think are going to stay . if the new player has to get the right gun the right crew member the right anything just to make a kill . how many do you think are going to stay . or are you happy that they come and go . are you happy that you have to wait over a hour some night to get in a match . or would you want the new player just sit in the corner until he gets upgraded enough just to make a hit . instead of him see 0 kills 0 assists and 20 deaths . how many new players are going to come back when that is all they see every game

would you did you .

 

 

the Bradley is not a scout it is more a strike fighter . the Humvee is a scout . M1 is the bomber and the Paladin is the gunship and nope I don't know what I am talking about them because I used to build and work on them , I still don't know what I am talking about

 

and when did these strike nights happening . I was just in a strike last night . so my information is that new not from months or years ago .heck in the past week I have been in all my ships upgraded and not upgraded I guess it must be the drugs I am on is why what I am saying is all wrong . and what you say is right . I guess I cant read because I say that the guns are different on some ship then on others. I guess since I don't have over 100 matches I guess I am not good enough to say anything or even know what I am talking about .

 

. if you want to have a pissing contest I can do that . but I really came here to help GSF so that more new player come and stay .

just fixing the strike fighter is not the answer for the strike fighter or the game as a whole . fix the whole game

I enjoy the game . but I see what and why many don't stay . and I know if it was fixed right more new players would stay

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what is so hard to understand . a new player that holds his sights and is in range onto another ship can not make any hits . it has nothing to do with upgrades, MMOs. buffs nerfs and anything else you want to call it . if a new play can not join in a match and aim at the other team and make a hit . but in 2 shots from the other team he is dead . how many new players do you think are going to stay . if the new player has to get the right gun the right crew member the right anything just to make a kill . how many do you think are going to stay . or are you happy that they come and go . are you happy that you have to wait over a hour some night to get in a match . or would you want the new player just sit in the corner until he gets upgraded enough just to make a hit . instead of him see 0 kills 0 assists and 20 deaths . how many new players are going to come back when that is all they see every game

would you did you .

 

 

the Bradley is not a scout it is more a strike fighter . the Humvee is a scout . M1 is the bomber and the Paladin is the gunship and nope I don't know what I am talking about them because I used to build and work on them , I still don't know what I am talking about

 

and when did these strike nights happening . I was just in a strike last night . so my information is that new not from months or years ago .heck in the past week I have been in all my ships upgraded and not upgraded I guess it must be the drugs I am on is why what I am saying is all wrong . and what you say is right . I guess I cant read because I say that the guns are different on some ship then on others. I guess since I don't have over 100 matches I guess I am not good enough to say anything or even know what I am talking about .

 

. if you want to have a pissing contest I can do that . but I really came here to help GSF so that more new player come and stay .

just fixing the strike fighter is not the answer for the strike fighter or the game as a whole . fix the whole game

I enjoy the game . but I see what and why many don't stay . and I know if it was fixed right more new players would stay

 

First what is hard to understand, truthfully is your english.

 

Second, again MANY of the suggestions I have put forth help with just that. New players would have both GREATER health AND better accuracy starting weapons AND those better accuracy starting weapons would do more noticable amounts of damage to their opponent. So A the new player wouldnt die in 2 hits, B the new player would be able to fire and more reliably see numbers hitting on their screen. Fixing strike weapons like Rapids (the weapon that starts on every newbie ship) WILL also fix this issue you have.

 

Right now what you are asking for and what will never happen is removal of Accuracy and Evasion as stats. They exist so aim bots cant come into the game and dominate just because they can always have perfect aim. Managing cooldowns and the like are meant to be an impactful reason you do or do not get hit, or if you can or can not manage the damage you get hit by.

 

Any one who plays the ground game should understand Accuracy vs evasion because its the exact same as accuracy vs Defense. When you go to hit a tank that has 30% defense, and you have 100% accuracy, do all of your melee hits actually hit? no about 30% of them miss. Accuracy vs Evasion is the exact same. The only other thing that's there is called "tracking penalty" which states for ever Degree off center you are you lose x accuracy. I doubt any one here averages higher then 40-50% accuracy acrossed every ship, but that doesnt make them ineffective. While yes a new pilot only hitting 10% of his shots is probably doing alright with puting the circle over the red circle, what he is NOT doing well with is making sure that when he does that it is near the center of his screen, and honestly I dont expect new players to know that, but again that is why I suggest BOTH an accuracy increase AND a tracking penalty decrease on the starting weapon for most new players Rapid fires. I also suggest a damage increase to those same weapons AND a reduction in rate of fire to allow each laser hit to feel more impactful, this creates a new viable component for Veterans and a good starting component for Newbies, one that is automatically given to every newbie that opens the game.

 

From reading your rants, you arent complaining about buffs, you arent complaining about nerfs, you arent complaining about upgrades, you arent complaining about cooldowns. You are complaining about Accuracy vs Evasion which exists in the ground game and is not a difficult concept for any one that is half decent at the ground game to understand, I agree that the starting weapons (rapid fires) have to low accuracy and to high tracking, that's why I suggest buffing them, guess what now the noob has nearly the same chance to hit and nearly the same damage as the veteran. They can begin to learn, and they can take time to get upgrades to go from close to veteran capabilities to = to veteran capabilities.

 

 

Edit: guns are different, the same gun is the same accorssed every ship. Check your capacitors, if one is running Frequency and the other is not that is the different power drain you are seeing (if you fire more shots per second then you expend more energy per second) energy drain on weapons is the same. Strike nights used to happen on Ebon Hawk every friday about 8-10 or so months ago. Stock nights used to happen on bastion 6-7 months ago. People lost interest do to how slow the games were and it was discontinued. It was a community run event by the veterans who wanted to mix things up a bit. Kind of like super serious is now.

 

 

Edit 2: I think the thread you are looking for might just be here http://www.swtor.com/community/showthread.php?t=755330&highlight=stock

Edited by tunewalker
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so you can understand what I am saying , if you want to .:cool:

 

I never said you where wrong on your suggestions I think most are good

 

evasion if its the exact same as Defense. then why have armor and shields also . why cant the armor and or shields be enough . so a light weight armor with enough evasion is the same as heavy armor and heavy with evasion is stronger then what a bomber should have

and the bomber is slow because of it armor . then if the scout is as tough or tougher it should not be as fast either

the scout is fast because it is to do hit and runs . a scout is designed to be first a sat get sat . and by that time the strikes should be there but the way it is now the scout can go face to face with any ship and I have seen the walk away from a bomber well what used to be a bomber

so the scout needs fix

 

as for the same guns is different , go look it is . because I even double checked it . a scout has a power drain of 12 or 15 . and on the other 3 it was 20 .

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The Strikes only secondary is missiles.... they should be an effective secondary. I am kind of chuckling at the idea you think that the missiles will kill the bombers, especially the T1 that has charged plating. When the way I set those missiles up in THAT build was they didnt armor pierce the Primary did. All that would happen with one of those missiles hitting was shield stripping.... the Primaries (the thing you prefer dieing to) would be the thing that kills. Missiles NEED to be effective against enemies for Strike play to FEEL good. If secondaries werent meant to be used, then the strike shouldnt HAVE secondaries even MORE SO.... a T2 strike shouldnt have the option to Swap between them. Its the ONLY thing that strike has going for it. If I were to make a mock T1 strike build with my suggestions you can GARANTEE that I would be abusing its ability to swap lasers. If I was making a Mock T3 build you can garantee I would be abusing its tankiness, but that was a T2 strike who is a missile boat with my suggestions i BETTER be able to abuse its missiles.

 

The T1 and T2 Strikes already have an effective secondary: Cluster Missile. It is not so good against bombers, but it is the best missile overall. The T2 Strike provides room for another missile, so take one more suitable against bombers.

 

You can upgrade the Concussion Missile without armor-piercing. That does not prove that it cannot be effective against the Charged Plating Bomber. With your proposed 9900m range, 1.8s lock, 5.5s reload and increased damage, you will easily land multiple missiles on the bomber, while also hitting it with your (improved) lasers, regardless if the bomber is approaching or already on the satellite. You are going to launch 30+ Concussion Missiles per match. This is the problem.

 

instead of focusing on firepower, I feel we could solve a lot of problems by turning strikers into legit tanks.

 

Newbs hate dying super fast, strikers lack balance due to how fast they die, their lack of bursty-ness, and their lack of power pools. Make strikers insanely hard to kill, and all these issues are nullified - save their rockets being all-but-useless. With seriously upped defenses, strikers could be effective and competitive for spooking gunships and clearing bomber entrenchments, and scouts wouldn't want to waste their time/energy trying to kill them. Further, newbs would actually feel somewhat useful.

 

And the newbies will never, ever get a single kill against veterans in Strikes. It is just a different (worse) form of frustration for the newbies. Competitive matches will also become much more boring.

 

Regarding the ships themselves, I have seen some suggestions here that I think are great (haven't read the whole thread yet; sorry!). I like the idea of increasing Strikers hull, shields, and accuracy a little, and increasing their blaster power pool a fair bit.

 

Increasing hull and shields will not help against energy drain from Ion Railgun, the bane of the Strikes' existence. I tend to spray'n'pray but the blaster power pool is not one of the top issues with the Strikes. I don't necessarily disagree with any of these ideas though. If Bioware will completely re-design the Strikes in every area and change all the components, great! But they did ask If you could only pick one section to buff. I would go with +50% damage to primaries.

 

I think if you reduced the hitting power of the flashfire & the sting, and increased the turning rate of the Rycer (ultimate imperial dogfighter it says in description) and starguard so they had the advantage in an up close fight, then every ship would have it's place.

 

Then no-one would fly a Scout any more.

 

-1 Increase primary range a *lot* (75% or more) -chassis buff

-2 Increase Secondary range some (20%) -chassis buff

-3 Increase weapon damage noticeably (15%-25%) -Chassis Buff

-4 Decrease weapon tracking penalties (by maybe 20% of the normal penalty %) -Chassis Buff

-5 Increase Power Pools (35%-50%) *esp. important for engine pool. -Chassis Buff

 

Also needed (particularly for the T2 Strike) but with added risks of having knock-on effects on other classes:

 

-6 Reduced Missile Lock-on times for all non cluster or interdiction missiles (reduce times by 0.5 seconds.) -Chassis -or- Component buff. Should only be implemented with:

-7 reduced engine maneuver cooldown (reduce by 20%) -Chassis Buff

 

That is a lot of significant changes all at once and they complicate the overall effects. I would say +75% range is too much, and helps Deathmatch more than Domination. Same issue with power pool increase. Better to increase damage more and that's it.

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so you can understand what I am saying , if you want to .:cool:

 

I never said you where wrong on your suggestions I think most are good

 

evasion if its the exact same as Defense. then why have armor and shields also . why cant the armor and or shields be enough . so a light weight armor with enough evasion is the same as heavy armor and heavy with evasion is stronger then what a bomber should have

and the bomber is slow because of it armor . then if the scout is as tough or tougher it should not be as fast either

the scout is fast because it is to do hit and runs . a scout is designed to be first a sat get sat . and by that time the strikes should be there but the way it is now the scout can go face to face with any ship and I have seen the walk away from a bomber well what used to be a bomber

so the scout needs fix

 

as for the same guns is different , go look it is . because I even double checked it . a scout has a power drain of 12 or 15 . and on the other 3 it was 20 .

 

Shield exists in the ground game, shields in GSF are basically health, but shielding in Ground game isnt defense, defense in ground game is defense. Armor "DR" is in the ground game... its called Armor "Energy or Kinetic DR" its usually ignored by Elemental and Internal damage.... so basically all that stuff does exist in the ground game....

 

I have no clue what you are looking at if you could be more specific like tell me EVERY component and EVERY crew member and then tell me the energy drain, specifically WHERE you are seeing this energy drain. If it is engines you are correct..... if it is weapons.... I need to know what you are talking about, we tested it I just got out of a few matches this evening and was looking through our tool tips, on every ship that had exactly the same equipement the lasers spent the exactly the same amount of energy.

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Alright Clcooper lets try this one more time!

 

so a scout can use all 4 . all I have ever seen was 2 at the most but not able to have and use all 4 .

 

No you can't use botht Thruster minor components you could however use 3 of the ones I mentioned at the same time. That's why I put where the components are located in parenthesis'.

 

again I have tried it in my scout and all the other ships and still was not able .

 

To show you an example of a ship with amazing engine capabilities I'll link a video from my Birthday where I challenged many players to try to kill me. This will show you just how far you can boost with the right setup.

I even get a bunch of Engine Powerups on the map which shows you how much more engines power you can get by just grabbing those.

 

when my gunship full of all power . shoots until all the power is gone and the scout is still shooting .if his gun is the same how can he still be shooting and keep shooting after all my power is gone if you look at power drain you will see scouts has a 15 power drain and all the rest have a power drain on the same gun is 20

 

Alright so to dismiss this crazy theory you have that guns on different classes take different amounts of energy I'm going to use screenshots to show you they don't.

These are from a Brand new character.

- Proof of brand new character.

- Rapid fire laser Stats on the Rycer.

- Rapid fire laser Stats on the Blackbolt

 

Heres some examples on my main character, I made sure to have the same crew passives and capacitor so the stats wouldn't change from those.

- Here is Mastered Burst Laser cannon on a Sting, with mastered Ranged Capacitor.

- Here is Mastered Burst Laser cannon on a Jurgoran, with mastered Ranged Capacitor

 

You'll notice they are exactly the same stats. Weapon Draw are both 20 per sec.

 

so when I hold my sights on somebody that is red which means they are in range my circle on their circle . and I fire enough to use up all my power. how many times should I have hit them . I have done that many times and did NOT get even one hit .

 

Alright so how many shots should hit is dependent on many factors. Assuming you do manually hold the cursor of the reticule for the entire duration of your power pool, the factors that come into play to see how many shots should hit are.

- Your weapons Base accuracy at the range you are shooting

- Your weapons tracking penalty

- Any accuracy cooldowns you might have used

- Your targets Evasion

This is calculated for every shot you fire.

 

You say that new characters can't hit anyone at all because of upgrades so I'm going to show you a few videos of myself flying in ships with no upgrades to show you that isn't true. These videos are on my twitch channel. (If that is a problem let me know and I'll try to upload them to youtube for you.)

 

-Stock Rycer Game 1

- Stock Mangler Game 1

- Stock Blackbolt Game 1

 

If you would rather screenshots as proof there are plenty in this thread. You can also find more links to videos I posted on the first post.

 

I'm not trying to insult you, or stop you from posting whatever you want. I just want you to understand how everything works. The scenarios you describe sound wildly over exaggerated in almost every way. If possible could you record yourself playing one game and show us all these misses you are seeing when firing on players dead center?

 

I hope all these videos and screenshots help you to understand what it is I'm talking about. Look forward to your response. :)

Edited by Drakkolich
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I'm an average pilot and by no mean I claim to have absolute knowledge of GSF but this is what I have experienced.

 

playing on my Starguard I have noted the following issues:

 

- If I see a GS charging blue, targeting me and there is no cover nearby death is all but certain.

- Even with Concentrated fire off CD, the enemy needs to be either unskilled or tunneling pretty hard to be killed.

- Landing missiles happens mainly when someone is dumb enough to go "jousting" and decides a head on pass is a good idea against a SF with Retros.

- If a Scout gets within close range unless I can time a Retro while he is in front of me I may not even damage it as it out maneuvers me to pieces.

- The old HLC/Concussion/Directional does not work as well as the Quads/Cluster/Quick-Charge.

- Even investing all components and crew slots to Engine power and regen it still falls short of being able to move at boost speed for long, which means chasing is a no go and shaking someone is an exercise in futility.

 

Basically the Starguard, one of 2 starting ships is unable to kill anyone of equal skill in another ship frame.

It's best weapon loadout is meant for mid/close range where it under performs, it is for all intent and purpose a slower, clunkier Scout with the wrong primary weapon and a fraction of the survivability.

 

The Pike has about the same issues, difference is that without Retros I can't seem to get a shot at a good scout pilot targeting me.

It does have the advantage of being capable of actually having a role: it makes for a good Bomber killer (sitting at a sat) with HLC/Protons armor build and with Clusters as a back up for Protons a decent chance of holding said satellite after.

It is plenty vulnerable on the way to the sat though, which while true for all ships is particularly painful on a SF.

 

The Clarion makes for a fun support tank/bomb killer/sat holder, it has Power Dive to, well, dive out of GS fire and re-position itself.

It is the most successful of the 3 SF variants, mainly because it has unique components that gives it a niche role.

But it's main/secondary weapons do not mesh well, I get the feeling it either needs Pods/Clusters as sec options or HLC for primary.

 

 

In conclusion (IMO of course)

- The Starguard needs: better fire power, survivability, maneuverability and engines.

- The Pike needs: Power Dive or Retros on top of the above.

- The Clarion needs: Better secondaries/primaries on top of the Starguard list.

 

I can think of tons of ways to achieve this, but my idea is to add a second Capacitor to all SF, diminish lock time on missiles for SF only, increase base speed, install Retros or Power Dive on Pike and give HLC to the Clarion.

 

I believe increasing base speed by a good margin and adding a second capacitor would be a solid start, it gives SF a damage buff and survivality in that diving for cover or losing someone might actually be doable.

Before you say Scouts should be the fastest and what not, keep in mind that they would still out turn SF meaning that SF might be able run away from Scouts now and again but not out dog-fight them.

 

To use the WWII plane analogy, SF would climb faster then Scout, who can out turn them in return.

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Alright Clcooper lets try this one more time!

 

No you can't use botht Thruster minor components you could however use 3 of the ones I mentioned at the same time. That's why I put where the components are located in parenthesis'.

 

To show you an example of a ship with amazing engine capabilities I'll link a video from my Birthday where I challenged many players to try to kill me. This will show you just how far you can boost with the right setup.

I even get a bunch of Engine Powerups on the map which shows you how much more engines power you can get by just grabbing those.

that is not from sat A to sat C . there is no power ups to get any where from sat A to sat C with my scout with power boast I can only get from the main ship to any sat . no further . so any other boast isn't going to get it from sat A to sat c and back to sat A with out stopping (slowing down )

 

Alright so to dismiss this crazy theory you have that guns on different classes take different amounts of energy I'm going to use screenshots to show you they don't.

These are from a Brand new character.

- Proof of brand new character.

- Rapid fire laser Stats on the Rycer.

- Rapid fire laser Stats on the Blackbolt

I checked it last night . and I saw the same gun ( rapid fire laser) have 81% accuracy on a scout and 75% on a strike fighter . and seen many different weapon power draws for the same gun on different ships . this is the republic side and no upgrades on the same gun . so if it had any upgrade I didn't even look at it any more to compare it to the other ships

 

Heres some examples on my main character, I made sure to have the same crew passives and capacitor so the stats wouldn't change from those.

- Here is Mastered Burst Laser cannon on a Sting, with mastered Ranged Capacitor.

- Here is Mastered Burst Laser cannon on a Jurgoran, with mastered Ranged Capacitor

 

You'll notice they are exactly the same stats. Weapon Draw are both 20 per sec.

 

 

 

Alright so how many shots should hit is dependent on many factors. Assuming you do manually hold the cursor of the reticule for the entire duration of your power pool, the factors that come into play to see how many shots should hit are.

- Your weapons Base accuracy at the range you are shooting

- Your weapons tracking penalty

- Any accuracy cooldowns you might have used

- Your targets Evasion

This is calculated for every shot you fire.

So how many should have hit . should it be more then zero which is happening if you sat and left a first time ship . aim on you and only fire on you how many hit should he be able to make . how long would it take him to kill you . I am telling you I have seen it he could to that all day and never make you twitch . would not even hurt your shields . with any type of gun he can use . because I have done it not all day . but was able to shoot somebody long enough they should of been dead .or even to have a hit . but had none nothing I was like a fly landing on him .

 

You say that new characters can't hit anyone at all because of upgrades so I'm going to show you a few videos of myself flying in ships with no upgrades to show you that isn't true. These videos are on my twitch channel. (If that is a problem let me know and I'll try to upload them to youtube for you.)

 

so are you calling me a liar .

 

-Stock Rycer Game 1

- Stock Mangler Game 1

- Stock Blackbolt Game 1

ok those are the imp ships . which I have already said I have un upgraded and they do better then my republic side which is upgraded . jump in ships on both sides and see if the do the same thing .

If you would rather screenshots as proof there are plenty in this thread. You can also find more links to videos I posted on the first post.

 

I'm not trying to insult you, or stop you from posting whatever you want. I just want you to understand how everything works. The scenarios you describe sound wildly over exaggerated in almost every way. If possible could you record yourself playing one game and show us all these misses you are seeing when firing on players dead center?

wish I could video. but I am trying to get some screen shots .

 

I hope all these videos and screenshots help you to understand what it is I'm talking about. Look forward to your response. :)

 

I have said that my imperial side which is not upgraded does better then my upgraded republic side . I have noticed that the imperial side is faster . gets more hits , and able to take more hits ,

that is why I say the whole game needs fixed first .

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The left turn of this thread illustrates a good point. Many new players don't have the advanced tool tips turned on to realize accuracy is lower at a distance. They do not understand the tracking penalty and how it affects hit and miss calculations. They miss shots and get frustrated. A mega-buff to rapid fire laser accuracy is supported by many pilots. It could also help counter the evasion scout build, which could shake up the meta in a good way. The last few posts really are just more support for the Rapid Fire laser mega-accuracy buff (Nemarus started a whole thread in which we debated just how much to increase it). I think it could really help retention in this game. It is a buff to type 1 and 3 strikes and both starter ships. As long as you don't go too overboard, it will not be better than bursts. Edited by Ardaneb
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I have said that my imperial side which is not upgraded does better then my upgraded republic side . I have noticed that the imperial side is faster . gets more hits , and able to take more hits ,

that is why I say the whole game needs fixed first .

 

The accuracy difference (6%) is a different crew member. The energy draw difference is likely ALSO the same. All other things (upgrades and crewmembers) being the same the guns are the same accrossed every ship. 6% accuracy comes from pinpointing which is a crewmember passive.

 

The difference between pub side and imp side are just that as well, available crew member passives and Co-pilot abilities. HOWEVER with the purchase of the full crew rosters they are again the same. The ships themselves or the components themselves have no Difference Faction to faction, and Components (ammo excluded) currently have no difference from ship to ship.

 

 

For Knowledge on Crewmembers

 

 

Pub side

Engineering

Efficient manuevers (reduced engine cost 13%)

Power to blasters (10 max weapon energy)

Co-pilot ability: Slicers Loop (prevents energy regen for 6 seconds, 5000 meter range.... Devs I consider there to be range issue on co-pilot abilities as well)

Offense

Rapid Reload (Reduced 8% reload reduction)

Pin Pointing (Accuracy 6% increase)

Co-pilot ability: Hydro spanner (Tiniest heal in tiny heal history)

Tactical:

Depth of field (Sensor Focus range increase)

Comm Boost (Increase comm range)

Co-pilot ability Running Interference (increase evasion 15%)

Defense

Response Turning (Increase evasion 5%)

Quick Recharge (Increase Shield Regen 15%)

Co-pilot ability: Servo Jammers (decrease turning by 20% for 20 seconds range 5,000 meters)

 

 

Vs Imp

 

Engineering

Same as pub passives

Co-pilot ability In you sights (Reduces evasion of target by 20% for 20 Seconds)

Offensive

Rapid Reload (8% reload reduction)

Spare Ammo (Ammo Capacity by 25%)

Co-pilot: hydro spanner

Tactical

Same bonuses

Co-pilot ability Wingman (Accuracy increase by 20% for 20 seconds)

Defense

Power to Shields (increase shield capacity by 10%)

Quick Recharge (increase regen by 15%)

Co-pilot: Nullify (30% DR for 6 seconds)

 

As you can see the Republic actually has both better evasion and greater average accuracy with no upgrades. The Empire on the otehr hand has greater Burst accuracy and minutely better shield strength with no upgrades. If its no upgrades vs no Upgrades, I would personally give the edge to the Republic, not the empire.

 

If you are feeling like you do better empire with stock then Republic with upgrades either A you chose really bad upgrades and some how made your ship WORSE then stock, or B... and the more likely thing, your team mates on Empire are better then the team mates on Republic, thus both your targets are easier and your allies are better when you fly empire, and it has 0 to do with upgrades or any kind of in game faction imbalance it is just a skill imbalance between factions, which is different from server to server or from time to time. Cant fix skill.

 

 

Edit: Different stock ships still have different minor components which change how weapons and shields work differently. Again e talk about frequency capacitor. 1 ship could have it stock and the other not, the energy drian will be different, but that is because of the equiped components and crewmembers not because of an inherent difference in weapons.

Edited by tunewalker
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that is not from sat A to sat C . there is no power ups to get any where from sat A to sat C with my scout with power boast I can only get from the main ship to any sat . no further . so any other boast isn't going to get it from sat A to sat c and back to sat A with out stopping (slowing down )

 

Wow ok If you want to be that picky I'll make a video showing you exactly what you ask for. I should be able to get it ready for you later tonight.

 

I checked it last night . and I saw the same gun ( rapid fire laser) have 81% accuracy on a scout and 75% on a strike fighter . and seen many different weapon power draws for the same gun on different ships . this is the republic side and no upgrades on the same gun . so if it had any upgrade I didn't even look at it any more to compare it to the other ships

 

Next time you check your weapons for the same stats make sure both ships are using the exact same crew members. Crew passives affect weapon power draw as well as accuracy.

In the offensive crew members passives there is one called "pinpointing" it adds 6% accuracy to your primary weapons. Most likely this is the 6% difference you are seeing between both ships.

 

In the Engineering crew members passives there is one called "Efficient Fire" it makes your weapon draw 13% less power. This might be one of the causes of difference you are seeing on both ships.

 

You also have to make sure the capacitors are the same on both ships, as they also affect weapon stats.

For example if one ship has frequency capacitor (15% Faster primary weapon firing rate) will have 15% more weapon draw on it's weapon's stats.

 

Next time you see difference between different primaries make sure your crew and capacitors are the same on both ships. Then you will see that weapons from one ship to another are exactly the same.

 

so are you calling me a liar .

 

I'm not calling you a liar, I'm saying you haven't presented any evidence at all to support any of your stories or theories.

 

ok those are the imp ships . which I have already said I have un upgraded and they do better then my republic side which is upgraded . jump in ships on both sides and see if the do the same thing .

 

Wow you really split hairs don't you. I will put up some videos of myself playing Stock republic ships for you I guess. However other then crew passives they are exactly the same on both factions.

 

I have said that my imperial side which is not upgraded does better then my upgraded republic side . I have noticed that the imperial side is faster . gets more hits , and able to take more hits ,

that is why I say the whole game needs fixed first .

 

The only thing that could cause this would be the other players in the games. It sounds like your server is just very poorly balanced factions wise and you fight easier players while on the Imperial side.

 

To help us out, could you tell us what Server you play on? And if you don't mind a screenshot of the stats of your 2 different characters would go a long way to explaining some of the things you are describing.

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Oh speaking of kind of an "on-topic" thing http://www.swtor.com/community/showpost.php?p=8228034&postcount=348

 

Technically if all the other changes (increase engine efficiency and range) then in addition to the Quick charge shield Toughness buff, there could be a slight nerf to ITS engine efficiency (maybe from 45% to 30% or even down to 15%.... MAYBE) as I would be cautios of buffing quick charge shields toughness and Strike Chasis Engine Efficiency while keeping the same engine efficiency on Quick charge. My Ideal Quick charge is it would provide better defenses then Shield to Engine, but Shield to Engine would give better engines. Even with 0 penatly Quick charges on use and regen and all I dont feel compare to Disto's evasion and on use evasion so I would personally still feel its justified to have SOME extra engine efficiency, but if other engine efficiency buffs happened as well as quick charge toughness buff, it wouldnt be neccisary for quick charge to keep its FULL engine efficiency. just a thought.

 

 

 

Edit: just to remind everyone. They said they were looking for feed back and they MIGHT do something, but to "We (Dont) want to set expectations though. This is just about gathering feedback and creating a focused discussion on which to possibly make changes based off of. Just a heads up and Musco made me say it " so who knows there is all kinds of things they could or could not do. Just providing feed back.. probably to much of it....

Edited by tunewalker
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Edit: just to remind everyone. They said they were looking for feed back and they MIGHT do something, but to "We (Dont) want to set expectations though. This is just about gathering feedback and creating a focused discussion on which to possibly make changes based off of. Just a heads up and Musco made me say it " so who knows there is all kinds of things they could or could not do. Just providing feed back.. probably to much of it....

 

Honestly, I suspect they aren't still watching the thread anymore (Prove me wrong, Alex!).

 

It's pretty devolved at this point, and I think the most useful content has been squeezed out.

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I have said that my imperial side which is not upgraded does better then my upgraded republic side . I have noticed that the imperial side is faster . gets more hits , and able to take more hits ,

that is why I say the whole game needs fixed first .

 

I have every possible upgrade on every possible ship. That is, I have all Republic ships, and all Empire ships, with every single possible thing unlocked on each and every single one of them.

 

What you are saying is just one more thing you don't know what you are talking about.

 

Nothing you say is close to true.

 

Imperial ships are not faster, nor more durable, nor more accurate (in fact, empire's default starting offensive crewman, MZ-12, doesn't have accuracy bonus- you have to unlock it).

 

Drako also plays both factions on many servers, as you can see from his youtubes, twitch channels, screenshots, forum commentary, etc.

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