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Mikla

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  1. http://www.swtor.com/user/ce/2rcs
  2. No-one has mentioned the biggest strength of the proton. The fear factor. No-one wants to eat a proton. They are an excellent tool against a gun ship not because they are going to get a kill but because the gun ship needs to react, usually by moving. If a gunship is moving he isn't using his rail gun. That's a win right there. Get tone and hold it and watch your target wriggle and squirm. You don't need to fire, you don't need to get the kill. By getting your target to blow a missile break or fly evasively you just helped your team. Bombers too don't like to eat protons and so have to move, usually away from their defensive drones or mines making them easier to kill for you or your team. A scout cannot afford to eat a proton so they must evade or missile break. If they are lining up on a team mate when you get tone you may have just saved their butt.
  3. Im in IMP Galavanised-stoc PUB Petrov-stock
  4. Your logic is completely flawed - without scaling each member of a small guild has to work proportionally higher than a member of a large guild to achieve the same result. Scaling does not make the time or effort required of individuals in small guilds less than larger guilds it just brings it into line. Without scaling the cost is fixed and the cost burden is effectively divided by the number of members in the guild. So in the current system members of larger guilds will work less and have to achieve less in order to unlock and populate their guild ship. That is a flawed design which penalises guilds for being less than 500 active members. It will also likely lead to pressure on guilds to not have alts. 500 unique members divides the workload significantly further than say one with 125 unique members with 3 alts each. The system as it stands gives large guilds an arm chair ride and in fact ensures that none of the members have to work particularly hard or long in order to progress or unlock guild ship features.
  5. A good design perhaps ?. DDO scales for guild size and even takes into account the number of active players not just those on the guild list. All that needs to happen is to decouple guild ship access from guild membership. Require an unlock for each legacy member of the guild to access the guild starship and any of its features. Said unlock costs a fee (say 2 million credits paid from guild bank). If someone leaves the guild the guild gets a refund. The unlock would be legacy wide. This scales up and down as guild grows or shrinks. Guilds can chose to pay all or some or none of the fee on behalf of perspective new members. Seems perfectly fair and reasonable to me. There are lots of ways this could be managed. This is just one way that I came up with after thinking about the problem for about 30 secs. A scaling system would make the guild ship system fairer and more balanced than the current system and would make guild ship achievements more meaningful. At present all I need to do is just join a great big guild and I'm set and I only have to do a fraction of the work of someone in a small guild.
  6. The current Guild Starship mechanics on the PTS take no account of Guild size and greatly disadvantage smaller guilds. I suggest that a scaling system be introduce that takes account of guild size for cost of guild unlocks and gating mechanics such as guild ship room unlocks. Other games do this and it better accounts for varied play styles and social ineraction. Many people prefer playing in smaller guilds and they should not be disadvantaged by doing so. The new guild starship mechanics clearly enforce a policy of big is better. Please change this.
  7. #74 Mouse battery going flat in wireless mouse - causing loss of flight control and inevitable death
  8. One tweak you could make to the EMP missile is to make it into a Pulsar. Missile detonates and continues to pulse for 20 seconds, the second and subsequent pulse could occur at 5 second intervals with diminishing damage and blast radius. This effect would force ships to leave the area rather than staying put.
  9. The problem with most of suggested fixes is that they would make minelayers almost completely worthless. If damage was affected by shields it would turn mines into the crappiest missiles ever. Extremely long reload time and very slow time to hit target (someone has to drive into your missile). People already hate the AOE Ion railgun because it makes you helpless for 6 secs, an EMP miissile that locks down a Bomber for 20 secs, or any other form of hard counter is not the way to go. I have a much simpler solution, reduce the speed of minelayers boost from 320% to say 200% of normal speed or alternatively increase the cost of boost for bombers dramatically so that they take longer to reach the nodes. This makes bombers more vulnerable to interception as their flight time to nodes would be dramatically increased. The strategy to deal with bombers then becomes one of interception or avoidance. Don't let them get to the node or fight at the node they aren't at or that has the least bombers. Currently with both Lost Shipyard and Kuat Domination maps a bomber can get to a node within two boosts, which means it almost impossible to intercept and destroy a bomber before it reaches a node. The Denon map is different and bombers are much more vulnerable due to the distances between nodes, Reducing boost effectiveness would serve to increase the vulnerability of bombers on all maps. Less boost means the team needs to help their bombers get to where they are going.
  10. This is the typical knee jerk reaction we have come to expect when a new ship is added to the mix. The new mobile asteroid is extremely well balanced. It has no shields, moves at a snails pace and it's constant tumbling motion makes it extremley hard to target players. The disguise ability is really only useful in TDM, in domination an asteroid hugging the node is a dead give away. As always it's a simple case of learn to play. If you dont believe me jump on the PTS and literally take an asteroid for a spin, they are dirt cheap to buy.
  11. This is my chief concern too. I like to fly mainly strike fighter and this is a big nerf to strikes which most people believe are towards the bottom of the power spectrum.The increased energy cost means that you are as good as dead if hit by an ION cannon engine debuff. Increasing the energy cost is effectively a buff to gunships and bombers. The two most complained about ship classes. Increasing the energy cost of BR makes Ion cannon even more devastating and makes bombers lack of a BR for movement less of an issue. A gunship will still be able to escape as easily as it does now, because it can BR just as frequently as the chasing ship or ships and will in most instances be starting with a lot more engine power than those who have had to quickly close range on the Gunship. This change seems ill considered and will likely go untested on the PTS because of a lack of pilots testing there. Spent two hours on PTS today without a single queue pop. It would be really great to hear from the devs the issue(s) they are trying to address with these changes because I cant see how they improve matters at present.
  12. EMP burst seems horribly broken - debuff hits about 50% of the time. Similarly the engine debuff on concussion missiles and sabotage probes rarely seems to work despite a successful hit (damage numbers fly off). Anyone else having similarly problems. This is not a lag issue as the missiles hit and the targets are well within range both before and after the EMP pulse, the debuffs simply dont get applied.
  13. The last couple of days I have been plagued by gamebreaking lag unlike anything I've experienced previously. Guns not firing, abilities not firing for 1 to 2 secs after activating sometimes more. Guns jamming on despite not having any buttons pressed. No sounds from enemy gunfire or hits registering. It seems quite random and with no means to see my ping during GSF I cannot tell if it network lag at my end of something else. Has anyone else been experiencing anything like this recently?
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