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LIFEFORM

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  1. Well, flip it around - strike foils should be open for combat and fold for high speed cruising - but totally a good idea. I'd love to see the blackbolt and the republic scout have folding s-foils, and maybe the republic striker too, and boosting is a great time to have em fold.
  2. Let's collect some suggestions for the Devs to make this game better! I'm a bit disappointed right now as it seems like all we got out of beta was some interface fixes and balance adjustments, and really I think there are at least a few changes that could make this game much more fun. 1: First off, we need a radar screen. The minimap is fine for seeing the overall battle, but way too small to be able to tell what's going on near your weapons' range. The indicators around your HUD are good for following your target, but next to useless for actually choosing a target tactically or telling you who is shooting at you. 2: More into personal preference here but I think it would be more fun - increase the speed of normal and full throttle much closer to boost speed. The boost mechanic is a fine idea, but I think it's just way too much of a jump over normal speed, meaning that I keep seeing enemies boost out of weapons range and turn, and I boost to catch up and there's a brief exchange of fire, then rinse and repeat. Not everyone takes advantage of this but when they do it's more like jousting than dogfighting. I just feel like entering weapons range should be more of a commitment than it currently is, and boosting normal speeds across the board would accomplish this while maintaining the maximum travel speeds boost gives you. 3: In a similar vein to #2, I think that all craft currently turn too quickly. Dogfights seem to be a lot of just whipping around in circles shooting for brief moments at something you can barely see let alone hit for any significant damage. To me, dogfighting should be more about trying to get better position on an enemy and then shooting him rather than both players spinning around and shooting at each other in passing and barely scratching each other until someone decides they've had enough and flies off and makes an easier target of themselves. So less turn speed across the board means everyone has more time to line up a shot from outside a dogfight, and a harder time getting into a firing position chasing in a dogfight or getting out of the line of fire when being chased. Maybe buff the lasers a bit and with the above speed changes I think you'd have much more satisfying dogfights, maybe even with more teamwork required. Contrarywise, maybe increase rolling rates. From a physics standpoint and from what I'm used to from other flight sims rolling should be faster than either pitch or yaw. 4: PLEASE let me aim the Barrel Roll ability while using it. I always replace it with something else ASAP right now because inevitably I hear the missile lock-on warning and hit my evasion ability, only to then realize it's Barrel Roll and I've just boosted myself straight into an asteroid from several kilometers away. Or just make it roll without boosting, I dunno, but as is it's caused me to suicide more than it's saved me from a missile. Basically those are my big issues right now. It's still loads more fun than the on-rails space game, but I could be having much more fun. Just look back to the X-Wing series or even SWG's Jump to Lightspeed. They had it perfect or near-as-makes-no-difference, and basically #1-3 above are attempts to bring this closer to their feel.
  3. It's basically the Blackbolt. If you look in the hangar you can see where those upper wing panels are sitting flush with the lower wings. They're designed to flip out like on the Jedi Interceptors from Ep. 3, but like with the 2 versions of the Republic scout I assume they've separated that into 2 different ships and we just don't have the other available yet, unless they're planning to add wing position as a customize option later.
  4. Definitely agree. I get by with the dpi settings on my mouse, but it really should be adjustable in-game.
  5. I for one just stumbled across this news and squeeeeee'd for an entire breath. Been missing some Star Wars space combat since X-Wing Alliance and the fall of SWG, and Battlefront never really satisfied me, not to mention the current space mini-game I haven't touched in ages. Plus I've wanted to fly what will be the Republic's Striker-class fighter (which makes LEGO's new "Striker" model of the Talon fighter kinda confusing BTW) since I first saw it in the hanger of the old Republic Space Station back in beta. It's obviously inspired by Incom/FreiTek designs, how could I not love it? Or rather, Incom will have been inspired by this fighter, if we use in-universe chronology. Here's hoping this expansion really is a good one!
  6. I would love to see something on Centerpoint Station. It was already ancient during the reign of the Rakata and powerful enough to drag all the planets of the Corellian system to their current orbits from far off in the galaxy, so I'm sure it would be a prime target for the Sith who already have a presence in the system. Selonia might be fun too, cuz Selonians are cool Also, there's not enough Bothans in the game! I wanna see the site of the Battle of Bothawui, since it was so important in the last war! ...plus i want a Bothan player character again....
  7. While I'm not sure about the ability changes, I definitely agree about the animations. I'm currently leveling a Sentinel as my new main because whenever I play my shadow I just feel "meh" watching it. Especially with infiltration spec where the combo is clairvoyant strike/double strike x2 followed by project. Double strike obviously needs a better animation, but even clairvoyant strike, cool as it is, gets very repetitive very fast. I'm wielding a 6ft instrument of death here, not a yo-yo. Personally I would love to see clairvoyant strike get a 10m range and a cooldown so it could replace project instead of double strike for inf shadows, and just talent the comboing buff into a new better-animated double strike.
  8. Will we ever see the Modification Commendation Vendors get a more uniform selection of items? It's pretty annoying when, for instance, a Jedi Guardian can get rank 15 guardian armorings/hilts for Balmorra commendations, while a Sentinel looking for might armorings/hilts can't even get one off Balmorra, but are stuck with rank 12 ones from Alderaan until they get to Hoth, where they can only get rank 16 Might armorings/hilts while there are rank 17 guardian armorings/hilts on the same vendor. And there are many more instances of this imbalance between available modifications across all classes on all the planetary vendors.
  9. I'd like to share some thoughts and get some opinions on the Shadow AC, so that hopefully we can give the devs a clear idea of what we want out of our class. As much as I like the concept of the Jedi Shadow, and don't really have any issues with the balance of it, there are several, mostly visual, issues I have with the class as it stands now, that keep me from enjoying it. Some of this is due to the gear choices we have, but mostly it comes down to the animations we have. Did anyone else pick up the Shadow AC expecting Darth Maul or even Satele Shan from the hope trailer, only to feel more like the Star Wars Kid meme? With that in mind here are my ideas for the Infiltration spec, and please let me (and the devs) know what you think and any thoughts on how to make this class more fun: - Stealth Opener: First off, the lack of a solid stealth opener is a large contributor to my "meh" feeling when playing this class. As it stands now, the only move we have that we need stealth for is a knockdown that basically only gives us enough time to use a normal backstab once at full cost. Unless we need to trip up an opponent for some reason, like in pvp, we might as well just use backstab from the get-go, which means that in a group situation where we don't need it to close with the enemy, stealth becomes almost worthless. Yes we get a force regen buff after breaking stealth, but only for six seconds, which looking at some combat logs seems to translate to maybe 1 extra clairvoyant strike in the rotation and a very minor if any increase in dps at the start of a fight, often offset in a group situation by the time it takes to catch up to the tank and get into position. I find myself very rarely stealthing in a group unless I need to CC, as it just slows me down when the class already doesn't seem exciting enough to me. Just a basic high-damage stealth-required ability would finally make me feel like stealth was worth it in a group activity. -Double Strike: As the most used ability for Infiltration Shadows until replaced by Clairvoyant Strike, Double Strike seems like it should be a lot more exciting. Instead its like watching a beginner train. Every fight its slash-up slash-down, slash-up slash-down, throw rock, slash-up slash-down, slash-up slash-down, throw rock. On the other hand we've got Ray Park doing stuff like this: and I'm not sure exactly what would work best for this ability, but I just think it needs to feel a lot more energetic than it does, or even to switch between a few animations like the standard attack does, since we use it so much it gets VERY repetitive. Which leads us to its Infiltration replacement: -Clairvoyant Strike: Clairvoyant Strike has a similar issue to the ability it replaces. It looks pretty cool on its own, but used as often as it is it quickly feels like I'm fighting with a giant yo-yo instead of demonstrating mastery of saberstaff fighting. For this I propose a more radical change: Leave Double Strike as the combo builder, and have Clairvoyant Strike replace Project as a 10m range saber-throw. I've always felt that relying on throwing random objects for the bulk of our damage didn't feel like what a shadow (or assassin) would do, and watching the Hope trailer Satele Shan uses the force mostly to enhance her speed and acrobatics. Aside from the initial Force Wave and toppling a tree at Malak to break a saber lock, it's not until after she loses her saber that she pulls out the big force bombs. So I think if the spec is going to be built around a 1-2-3 combo for the bulk of combat, at least have it all be lightsaber moves and save the force stuff for big-damage long-cooldown abilities like Force Breach is. And on that subject: -Force Breach: Love the shatterpoint reference, and the ability works fine, I just wish it had a more noticeable effect. Maybe some kind of force pulse that hits the target before the current shattery shield effect plays? Not sure. I just feel like Infiltration right now is a lot of boring, repetitive animations that have caused me to lose interest in a class that, on paper, I'd love to play. So what does everyone else think? And how do the other specs feel?
  10. Would love to see all of these, but I'm a fighter jock at heart so my vote is for full 3D space battles. Been waiting for a new Star Wars fighter sim since the X-Wing series ended, and while SWG's Jump to Lightspeed was great for a while, after beating it three times and with no endgame content to speak of, it left me very much wanting more. Then I saw the Raven fighter in the old tiny space station back in beta. Mine mine mine gimme gimme gimme pleaaasssseeeee?
  11. Why, in patch 1.1.2, were shadow Techniques and assasin charges raised from 50 to 100 force cost, making them the only stance-based AC that needs a full resource bar to change stance and thus the only one that can't feasibly do so in combat? I've yet to see a dev even mention this change aside from the patch notes.
  12. Since 1.1.2 went to the test server I've seen and commented in several threads discussing the changes to shadows/sins. While some of these may be debatable, increasing the cost of techniques/charges from 50 to 100 force is obviously a nerf. Now, operatives were at least given a reason for their nerf last patch, but there has yet to be a single developer post telling us why shadows/sins suddenly have to use their ENTIRE force bar to change techniques/charges, making them the only stance-based classes who cannot feasibly do so in combat. (and warriors/knights losing their rage/focus when they switch is completely different from having to USE all their rage/focus - they can still switch at zero rage/focus) Also, while I don't have an opinion on the rest of the shadow/sin changes, many people obviously do. Please give us some insight here BioWare, as all we can do right now is argue over speculation.
  13. I'm guessing you're talking about the 3 prerendered cgi trailers? Those are a SETUP to the story you get in the game. They give you backstory about events the led to the current state of the galaxy, and introduce some of the major characters, and just look awesome to make you want to play the game. Basically, Bioware wanted you to experience your own story first-hand in the game, as the war starts back up again. So in order not to spoil anything in your story, they had to get material from before your story starts to make their awesome advertising movies. And in this case, they had to go back 20 years to find anything exciting and relevant to make movies of. Remember, if you want to experience the events of this time period, there are 3 novels and some comics you could read.
  14. No other way I've found, but I'm often looking down there anyway as I don't really find most of our combat animations exciting, and I'm constantly watching for cast-bars on my enemies so I can interrupt when i need to. A proc graphical pop-up near the middle of the screen like that-mmo-which-shall-not-be-named eventually implemented would be nice, but for now I've just gotten used to looking down a lot.
  15. Basically using Clairvoyant strike instead of double-strike buffs your next Project, and reduces its cost. At 50 without much in the way of gear I crit quite often around 3500 with project after 2 stacks of the Clairvoyant Strike buff, and I can hit someone 10 meters away with it. Shadow strike I don't think ive seen hit much more than 2500, though I could be wrong as I haven't played since last nite and wasn't paying attention to it, and it also requires you to be right behind the target, and uses up more Force unless you've got the once-per-so-many-seconds proc up that reduces its cost. Not saying you can't make your style work, I haven't experimented with different builds myself, this is just what i've seen leveling straight up infiltration.
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