Jump to content

-GMRZ-Rancor

Members
  • Posts

    15
  • Joined

Reputation

10 Good
  1. Well thank you. I suppose I should explain that I feel I am one of the only players to actually take full advantage of the controls. Tilting the ship with rolls while slowing and speeding up to get around my opponents, for example is something I don't believe hardly anyone else does.
  2. Well, regarding stance dancing, the concept of the triple core feature is actually self defeating with the other two stances. You can only pick one of the three paths to dedicate upgrades to, leaving the others lacking but still somewhat useable. I really wrote it all to say that I like turn speed the most and want that aspect incorporated the most lol
  3. You missinterpreted the means to which I suggest changing stances. It's when you slow down to nothing, move to half speed or move to full speed. Not f1, f2, f3, f4.
  4. My post got swallowed up on the thread so I thought I'd make a topic posting it. Wing Foil Transformation Core Component addition: In Star Wars Lore, what made the X-wing the most famous of the ships? Iconic at least is that it could change its wings into different formations for different actions. I suggest all strike fighters be given a type of passive that can be specced into that gives buffs to the different speeds at which you accelerate or deaccelerate. At 0 speed the Strike fighter would get a stance that makes it turn faster graduallly the longer it is going no where. At the middle speed it's stance would revert to the default turn speed and provide an Accuracy buff to its laser cannons.The longer this stance is held, the faster you regain weapon regen. At fastest acceleration, accuracy reverts to normal and a ship speed buff begins to grow. This will gradually make it the fastest moving ship class outside of actually boosting the ship, which still makes scouts fastest for getting places but makes the Strike fighter still worthwhile. Players will be able to only strengthen one of those three stances with buying into the tree but a fully upgraded stance will obviously yield greater advantages over the default. This will make strike fighters act like a jack of all trades but give concentrated potential to one avenue they really enjoy the most. I'll provide samples of what those trees could be but still allow you developers to make it your own. Accelerant Core passive: You can choose Turning, Accuracy or Speed cores: Turning Core: Gradually increases turn rate by 1% every 5 seconds at 0 acceleration until capped at 10% buff. Tier 1: 1000 ship req Turn rate increases immediately at 0 acceleration by 5% Tier 2: 2500 ship req Maximum Turn speed cap increased to 15% Tier 3: 10000 ship req Option1: Ion Contingency: After reaching max turn cap, if your ship has been affected by ion weaponry the slow is removed. This effect can only occur once every 30 seconds Option 2: Plasma Contingency: After reaching max turn cap, your ship gains Plasma charged Laser bleeds. 25% of the laser damage is added as a 5% bleed that can stack 2 times. Accuracy Core: Passively gain 15% weapon accuracy instantly. gradually increases weapon pool regen by 1% every 5 seconds at 50% acceleration until capped at 10%. Tier 1: 1000 ship req Weapon pool recovers 15 energy immediately at 50 acceleration Tier 2: 2500 ship req Weapon accuracy gains 1% accuracy every 5 seconds until cap of 10% buff on top of passive. Tier 3: 10000 ship req Option1: Critical Contingency: After reaching max weaponry cap: When you recover to full Weapon pool, your critical hit chance increases by 5% passively until the stance ends. Option 2: Targeting Contingency: After reaching max weaponry cap: Your lock-on targeting time is reduced by 75% on your next secondary weapon use that has lock-on mechanics. This effect can only be used once every 15 seconds. Speed Core: Passively gains 1% Ship movement speed every second when you hit 100% acceleration until cap at 10% buff. Tier 1: 1000 ship req Ship speed increases immediately at 100 acceleration by 5% Tier 2: 2500 ship req Ship speed cap increases to 15% Tier 3: 10000 ship req Option1: Pursuit Contingency: After reaching max speed cap: Your ship movement speed is doubled for 15 seconds but you begin to lose Engine pool by 5 every second. This effect only initiates when you reach max speed buff cap and is activated only when you have full Engine pool and does not stack. Option2: Escape Contingency: After reaching max speed cap: Your hull integrity is increased by 25% and you repair 15 hull every 5 seconds while you are at 100% acceleration. This effect only activates when your shields drop to 0% and does not stack.
  5. Building on my previous suggestion I want to explain somethings. Every strike fighter would come equipped with the default passives those cores provide, for the acceleration. When your at 0, you'd gradually turn faster, when your at 50% you'd gradually hit better and at 100% you'd gradually go faster. The idea is giving players the ability to buy a component in the form of Speed Core, Turn Core or Accuracy Core that better improves ONE stance. You'd be locked into the enhanced tree for the round in which hitting the particular speed will trigger the better stance but the other 2 would remain unchanged. You'd be basically picking between playstyles before a match like normal.
  6. I'm going to write this from the perspective of the only strike fighter I have played in all of my alts and time in space. The Gladiator. You know what? I really enjoy it. My spec: Ion Cannon - Weapon and Engine drains Quad Laser Cannon - reduced laser cost and hull dmg Concussion Missiles - Range and Ship slow Quick Charge Shield with regen Retro thrusters with turn rate Range inc Regen extender Turbo reactor Turning thrusters. What this does is gives my Gladiator the ability to nullify enemy shields almost instantly, switch to Quads to fire while using lockon of the Concussion missiles to either pacify and slow while burst the enemy down or cause the enemy to try to flee the lock. This coupled with my fast reloading shields makes it so I can go toe to toe with most opponents and bombers have no hope against my ions. I think Burst Laser Cannons would make my strike fighter too strong, but then again so is every other ship so far. Maybe strong is what it needs. What I'd LIKE to see if I have the option of creating a whole new suggested aspect to the strike fighter genre, would be this. Wing Foil Transformation In Star Wars Lore, what made the X-wing the most famous of the ships? Iconic at least is that it could change its wings into different formations for different actions. I suggest all strike fighters be given a type of passive that can be specced into that gives buffs to the different speeds at which you accelerate or deaccelerate. At 0 speed the Strike fighter would get a stance that makes it turn faster graduallly the longer it is going no where. At the middle speed it's stance would revert to the default turn speed and provide an Accuracy buff to its laser cannons.The longer this stance is held, the faster you regain weapon regen. At fastest acceleration, accuracy reverts to normal and a ship speed buff begins to grow. This will gradually make it the fastest moving ship class outside of actually boosting the ship, which still makes scouts fastest for getting places but makes the Strike fighter still worthwhile. Players will be able to only strengthen one of those three stances with buying into the tree but a fully upgraded stance will obviously yield greater advantages over the default. This will make strike fighters act like a jack of all trades but give concentrated potential to one avenue they really enjoy the most. I'll provide samples of what those trees could be but still allow you developers to make it your own. Accelerant Core passive: Turning Core: Gradually increases turn rate by 1% every 5 seconds at 0 acceleration until capped at 10% buff. Tier 1: 1000 ship req Turn rate increases immediately at 0 acceleration by 5% Tier 2: 2500 ship req Maximum Turn speed cap increased to 15% Tier 3: 10000 ship req Option1: Ion Contingency: After reaching max turn cap, if your ship has been affected by ion weaponry the slow is removed. This effect can only occur once every 30 seconds Option 2: Plasma Contingency: After reaching max turn cap, your ship gains Plasma charged Laser bleeds. 25% of the laser damage is added as a 5% bleed that can stack 2 times. Accuracy Core: Passively gain 15% weapon accuracy instantly. gradually increases weapon pool regen by 1% every 5 seconds at 50% acceleration until capped at 10%. Tier 1: 1000 ship req Weapon pool recovers 15 energy immediately at 50 acceleration Tier 2: 2500 ship req Weapon accuracy gains 1% accuracy every 5 seconds until cap of 10% buff on top of passive. Tier 3: 10000 ship req Option1: Critical Contingency: After reaching max weaponry cap: When you recover to full Weapon pool, your critical hit chance increases by 5% passively until the stance ends. Option 2: Targeting Contingency: After reaching max weaponry cap: Your lock-on targeting time is reduced by 75% on your next secondary weapon use that has lock-on mechanics. This effect can only be used once every 15 seconds. Speed Core: Passively gains 1% Ship movement speed every second when you hit 100% acceleration until cap at 10% buff. Tier 1: 1000 ship req Ship speed increases immediately at 100 acceleration by 5% Tier 2: 2500 ship req Ship speed cap increases to 15% Tier 3: 10000 ship req Option1: Pursuit Contingency: After reaching max speed cap: Your ship movement speed is doubled for 15 seconds but you begin to lose Engine pool by 5 every second. This effect only initiates when you reach max speed buff cap and is activated only when you have full Engine pool and does not stack. Option2: Escape Contingency: After reaching max speed cap: Your hull integrity is increased by 25% and you repair 15 hull every 5 seconds while you are at 100% acceleration. This effect only activates when your shields drop to 0% and does not stack.
  7. I've been playing Engineer since before 2.0, and I am actually very okay with all the changes. Orbital feels justifiable, I still have scatterbombs, I don't have to spend a gcd (given lag) to get into cover to use most of my skills anymore. With 71~ crit mutliplier, 25~ crit chance, 1986 bonus tech damage and the 198 acc stats I have done the debuffed 1.5 mil dummy parse for 4500 dps single target damage in engineering. Yes it's a dummy parse, but I have and always will do more damage on engineering than I ever will with virulence and though ambush 16-17k crits are amazing for marksmen, it isn't enough to justify use of it. Engineering gives freedom, gives choice, gives options, strategy, planning, and execution where the other specs have dullness, rigid rotations that are unforgiving with mechanic interruptions. Doing 22k dps spikes on the last pull before Bulo alone makes it all worth what I've gone through. It's all about how much fun you have, while getting the content done. If you don't like the spec don't complain about it and just do something you do like. Will I miss double roll? Not at all, I'll always miss my jump roll cancel the most. But I will still play the class cause it's my baby.
  8. /maidtwirl For a flourishing pose /disco There are a couple of npc twilek dances not yet seen that could be great additions. Maybe an emote for people to move their hands like obiwan when he does force persuade.
  9. I don't see the ability to mail something that didnt retroactively go into my inventory.
  10. http://screenshot.xfire.com/s/122880724-4.jpg http://screenshot.xfire.com/s/122880722-4.jpg Naddist rebel's first twilek imperial agent. Fear me.
×
×
  • Create New...