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Akfourtys

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  1. You need to manuever more and try to stay with the pack, otherwise enemy will just eat you in tough games. Rocketpod builds are great for clearing turret defences and killing gunships, but this way i think laser cannons are best suited for the job because of their closer range to rocketpods. Personally i use sabotage probes on my t1 scout with emp blast combo for hunting gunships, try that some day :hope_01:
  2. From my ToFN point of view. The most persistent republic pilot i know on is Armadyil The best republic diehard is Skipper for me. Every encounter is tough and exciting. The most dangerous gunship pilot is Rhienne. If u forget about him for a second u will regret it for a minute. And for sure the most natural born killer here on ToFN is Scrab. Idk how he does it, but hes allways on the top.
  3. You took B because of no enemy gunship was there to take you down. Instead they brought 5 fighters to dance around the sattelite with you. '2 guys CC 5' is a bad example of bad teamplay and team composition at all.
  4. Yesterday i tried to dogfight one guy on his flashfire scout. No naming. Ive been tailing him for a minute or even two, with a company of my mate, flying rycer. We were shooting at him, my blaster pool was going zero frequently with generators working for it. Later after that match finished ive asked my friend '*** was with that guy?'. I noticed that only 1 of 20 shots were decided as 'hits' with flying damage numbers. And yes i know about evasion 41% passive, over 100% active, but that evasion is very limited by time. And another evasion ability for 15% for 20 seconds wont give u a minute of such amazing evasion. Also my cluster missiles were hitting, but his shield was going up too fast. How can u explaing that dogfight? His lag? Laggy people cant kill 12+ ships. And ive seen lags in GSF, people are flying straight ahead, not getting hits, then they are teleported back, rubber lag effect. That guy was doing evasive manuevers, trying to shake our lockons off. I was using s-13 with bursts and cluster missiles, staying mostly at 1.5 - 2k range. My mate ran rycer with heavy lasers and concussion missiles. Dogfight ended in our defeat, because reps came to help him and just overwhelmed us.
  5. You should buy proper set pieces. Now u got to get all the right armor pieces, instead of just mods and enhancement.
  6. Ive heard mercs are ok in pve, and they can do tons of damage. In pvp we are too easy to shut, very suffering because of our casting nature. Lacking true defensive and movement abilities. HO is ok, i love it since AP. Double PS helps alot, but its too seldom to be an upper hand. From arsenal pvp side of view i can wish: 1) Some movement trick to break melee range (i like pbaoe charge idea). Come on sins got teleportation, i cant get how do they do it in sw galaxy though. 2) Utility boost. How do we help our teammates? Kolto missile usage on cd, concussion missile taking years to cast? come on 3) Some changes to our predictable fight mechanics. it could be some powershots alternative. F.e. tracer applies tracer lock that is nice for ranged encounters, and powershot gives some different buff or debuff, helping to fight melee. Or involve missile blast somehow. Its so useless most the time. Pyro: 1) TD reworked. 2) IM reworked. 3) Stun to 30m.
  7. True jet elevated movement , making us unreachable for melees f.e. for 6 seconds. You move as usual, but higher by 6 meters. But this way my imagination fails for commando ac.
  8. Mate, i think you just repeated a common mistake. Did u just get to DK by capital city legacy shuttle? If yes - then you must come back to hutta and go to DK by your ship travel. I think you just skipped some important dialogue in hangar bay or ship terminal.
  9. Pvp aspect is very, very, very, daaaamn very important to me. The man should know all the sides, pve and pvp. p.s. as for me, i dont care about pve, i just know that we are too fragile in pvp. Full conqueror geared, dead in seconds by melee players.
  10. Yep, sorry i ment Tracer Lock Buff instead of Heat Signature debuff, thx. I want to ask about that TM, TM, TM, TM.. non-being-attacked rotation. Are you sure, mate, that you are not crippling your team just by doing lowergrade dps output?? TM, HS, TM, RS.. one is much more damaging. And dont say the target could run away, its a teamgame, thus with teammates, focus fire and cc abilities. And after that 4 abilities you should use Unload, feated with Pinning Fire slows its target for 70%, not so much speed to run away though.
  11. So you get your tracer missile at 20. Tm heat signature allows railshot (Rs). So Try to get 4-5 stacks of heat signature on your target, then railshot. The best damaging ability and the most usable is unload (UL). With latter barrage procs and pyrotech skill tree 'advanced targeting' feat it hits pretty hard, not to tell, that feated 'pinning fire' makes unload slow targets. If you need to put some aoe pressure - use explosive dart, then flamethrower, or death from above, or the least sweeping blasters. When you get higher by your level, you will get rocket punch root, so get used to rocket punch, then explosive dart, for having some time to break melee range, because RP root is 4 seconds only when target is undamaged, otherwise its rooted only for 2 seconds, no time to get far enough, to put unload uninterrupted. Basic rotation while not getting enemy attention is: TM, Heatseeker missiles (HSM), TM, RS with 4 stacks of heat signature, TM n-times (untill barrage proc), unload. Get used to kolto missile and remember that healing scan is instant with 5 stacks of 'tracer lock', so u can choose either you shoot railshot +30% more damage, or get some instant heal besides your kolto missile.
  12. dont even think about changing its look. Boba Fett does not deserve such an insult.
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