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Linuxizer

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  1. I enjoy playing GSF. The players who are new and not contributing much do not bother me. I was the same in the beginning, and if I ever try ground pvp or veteran mode flashpoints I would be useless too. I want to see the new players improve eventually and provide healthy competition, but this is up to them. The players who self-destruct 15 to 30 times a match are ruining the game for other players and need to be banned. No excuses.
  2. Here is a video of a game-breaking bug. A few times in this match, I suddenly lost all health, cannot shoot primary or secondary weapons, cannot re-spawn, and the camera stopped following me, but I'm still flying and still have the abilities (system, shield, engine, co-pilot). The first time it happened was 1 minute 23 seconds in the video, then again 2:32, 4:53, 6:03. Each time this happened, it coincided with a certain player (the same player) getting killed, either by me or by someone else.
  3. That was wishful thinking when I posted the original post. I didn't see the bug for a while and was hoping they fixed it, but it never got fixed. Sometimes you are lucky and don't see the bug. These days I see the bug a lot.
  4. The ships that you are talking about are the K-52 Strongarm on the Republic side and the K-52 Demolisher on the Empire side. I second your request to have these available for direct purchase in the GSF hangar window.
  5. This is an old bug which still happens. The level 4 and 5 upgrades randomly become deselected. For example: http://i.imgur.com/3K6tyAx.jpg I had already purchased all the upgrades for this component, but somehow both left and right options of the level 4 and 5 upgrades are deselected. This is really annoying because I have to click through dozens of things every time I log in.
  6. Also posted on the Bug Reports Forum: https://www.swtor.com/community/showthread.php?t=1003835 This is a rare bug where an enemy player's ship becomes invisible and cannot be seen or targeted even at short range. Video example: From the start, I flew to C with other players and we shot down the enemy ships quickly. Somehow, enemy drones and mines kept appearing at short range but we could not see or target the enemy Warcarrier that was launching those drones and mines. 2:42 Clear view that there is no enemy on C. 2:56 Clear rear view that there is no enemy on C but Interdiction Drone appeared at 6800m. We quickly shot it down. 3:03 Enemy Repair Drone appeared at 4900m. We quickly shot it down. 3:05 Enemy Seeker Mine appeared at 2800m. We quickly shot it down. 3:18 Clear view of C and the enemy Warcarrier finally "decloaked" at 4300m. This glitch gives one side a huge advantage. Please fix, thank you!
  7. This is a rare bug in Galactic Starfighter (GSF) where an enemy player's ship becomes invisible and cannot be seen or targeted even at short range. Video example: From the start, I flew to C with other players and we shot down the enemy ships quickly. Somehow, enemy drones and mines kept appearing at short range but we could not see or target the enemy Warcarrier that was launching those drones and mines. 2:42 Clear view that there is no enemy on C. 2:56 Clear rear view that there is no enemy on C but Interdiction Drone appeared at 6800m. We quickly shot it down. 3:03 Enemy Repair Drone appeared at 4900m. We quickly shot it down. 3:05 Enemy Seeker Mine appeared at 2800m. We quickly shot it down. 3:18 Clear view of C and the enemy Warcarrier finally "decloaked" at 4300m. This glitch gives one side a huge advantage. Please fix, thank you!
  8. Remote slicing has too much impact relative to the effort required to use it. It's also on the Strike Fighter chassis which has so much shields, hull, engine power pool, and typically directional shields and power dive. These characteristics make RS ideal for trolling.
  9. Agreed. As for the vote kicking, some players are just so focused on the action that they may miss some messages in chat. This is another reason something should be done on the back end as you say and not just rely on players vote kicking.
  10. The bugs were intermittent, so I'm not really sure if they were fixed in V6.0 or I've just been lucky. If they were fixed, thank you devs! Daily Bonus Requisition - On the hangar screen near the bottom are up to 5 ships. There is a little purple "x2", and when you mouse over it, it tells you "500 Bonus Requisition Remaining" (or x < 500 if you have flown that ship a bit that day). - There was a display bug, I think since the beginning of GSF, where it does not reset after the daily reset, and displays only x bonus or no bonus, but the player still gets the bonus at the end of the match. This happened only occasionally, not all the time. I haven't seen it at all since V6.0. - There was an additional bug, which happened even more rarely, and I only saw it a few times in 2018/2019. The Requisition Bonus displayed was not reset after the daily reset, and the player actually did not get the bonus. I haven't seen this in V6.0.
  11. New maps, new ships or new components would be nice. However, the devs could also *simply* modify some of the existing ships to have more component choices from the existing pool. Currently the number of component choices per ship is: T1F: 29 T2F: 30 T3F: 29 T1S: 30 T2S: 30 T3S: 29 T1G: 24 T2G: 25 T3G: 28 T1B: 27 T2B: 26 T3B: 31 The T1G (Quarrel/Mangler/VX-9/VX-9) practically only has 23, because the Munitions Capacity Extender has no effect at all on that ship. I would avoid adding stronger component choices which would open a whole different debate. Comparable or weaker (but usable) choices could be added. New Primary Weapon choice for T1G 1. Laser Cannon: Recommended. LC is already on the other 2 gunships. It is not a good choice on the T1G compared to BLC, but usable to try and could add a little variety. 2. Rapid Fire Laser: Not recommended. It is both redundant with LLC and BLC, and there is no precedence in gunships. 3. Quad Laser Cannon: Not recommended. LC is recommended and T1G does not need both LC and QLC. 4. Heavy Laser Cannon: Not recommended. HLC is very strong and this is a ship balance issue. 5. Ion Cannon: Not recommended. It just doesn't fit. New Secondary Weapon choice for T1G All not recommended to prevent overlap with the other 2 gunships. New Shield choice for T1G 1. Directional Shield: Recommended with reservation. DS would add some variety to gunship duels. It shouldn't be overpowering against all the enemy proton torpedoes, Ion+HLC T1Fs, but is more resistant to HLC+QLC T1Fs or Damage Overcharge-Slug Railgun, which is a bit of a balance issue. Another issue is more overlap with T2G for plasma users. 2. Overcharged Shield: Recommended with reservation. It is a bit strong. There is no precedence on gunships. Adding this would also make Fortress Shield even less useful. 3. Quick Charge Shield: Not recommended. Too strong. 4. Shield Projector: Not recommended. Too strong since gunships already stack easily. 5. Charged Plating: Not recommended. May drive even more players to rely on HLC and proton all the time, and reduce variety. 6. Repair Drone: Not recommended. Too strong in gunship & bomber nests. 7. Engine Power Converter: Not recommended. Too strong, though it could be loads of fun! New Engine choice for T1G All not recommended. Mostly too strong.
  12. Kill rate (per match or per unit time) is surely a more useful metric than KDR. I suspect a lot of less good players than you have better KDR than your 3.5 - 4. Bomber aces will be misrepresented with either kill rate or KDR. Win rate is more representative for them. I have an example of a deathmatch where one player had 24 kills, 2 assists, 10 deaths, 83000 damage, and another on the same team had 9 kills, 6 assists, 3 deaths, 54000 damage. KDR really isn't the best metric here. Even if everybody solo-queues, I wonder if win rate is going to be a poor metric in the typical match. - The ace pilot solo-carries and may have a win rate of 90% or more, and large sample size from thousands of matches - The well above average pilot may have a win rate of 70% - The slightly above average pilot may have a win rate of 60% - The average pilot should have a win rate of 50% These are useful and representative metrics. On the other hand, - The brand-new pilot has a win rate of undefined (or 0% in swtor-math) - The 1-match pilot may have a win rate like 45%, and large sample size from many such players - The well below average pilot may have a win rate like 46% - The slightly below average pilot may have a win rate like 48% I picked numbers like that, because in 8vs8 or 12vs12, an above average pilot makes a much bigger positive difference than a below average pilot makes a negative difference. So the problem is that most of the players in the typical match have the same win rate, within statistical noise. Kill rate should provide better resolution. Perhaps experience, kill rate and win rate should all be accounted at the same time, for best matchmaking results.
  13. Wow, nice match, Gaa'ra! I was in a match against you the other day but unfortunately it was not close at all.
  14. The current time limit is 13m 50s, not 10m. The average match for me lasts 9m 23s. I feel matches currently are a bit too short. As to your suggestion of 4vs4 Domination to 350 points, a team could win in less than 3 minutes. That's too short to try any strategy. Your numbers are not right. If you adjusted your numbers, I'm still not crazy about your general idea. The maps are big for 4vs4 or 6vs6 and you are going to have too much downtime with no action. Or say two players go down on the same team. Now it's 4vs2 and it could be very hard to recover from that. By the time the first two respawned, the other two could be overmatched and shot down, and the cycle continues.
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