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MaximilianPower

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  1. This is what I’ve seen. Speaking for myself (I don’t know if I qualify as an “ace” - whatever that means): pre-5.5, I was usually in a gunship, and frequently in a scout. Now, yes, I fly SF now more than I ever did before. But I pretty much split my time equally between GS, scout, and strike. I just try to use the right tool for the job, and those requirements change depending on team comp, map, and opposition. Of the good players I know, I can’t think of a single one who became exclusively a strike pilot after 5.5.
  2. ...this. ...and this. Strikes are finally the jacks-of-all-trades everyone wanted them to be, but gunships and scouts absolutely have a place in the meta. Sure, it's tougher to use these ships than it was pre-5.5, because you actually have to worry about an entire class that was barely on your radar before. But gunships remain masters of TDM (especially LS), and T2 scouts are still masters of burst. EMP and tensor scouts have roles, too. I agree that bombers were hit hardest, but they remain useful. Beacons are critical in doms, and heals are key in TDM. A well-balanced team will typically include every ship class. That's something you couldn't say pre-5.5.
  3. Yes. Strafing can help any ship slide out of los. It’s slow, but doesn’t use any engine power. Also, I frequently strafe while trying to dislodge a well-embedded tick bomber. Sometimes when they’re really lodged underneath a sat, and you’re having trouble targeting them - it helps to get close, and then strafe into firing position. Of course, this is a lot easier if the bomber doesn’t have buddies nearby trying to kill you.
  4. Even without voice, groups can be helpful. A little pre-match planning can go a long way, even via keyboard. Simply knowing your teammates' strengths can be useful. If nothing else: groups get queue priority over folks flying solo. So if you're grouped, you're unlikely to miss a pop.
  5. I agree with Greezt, SFs are most definitely not the sole viable option. Gunships are everywhere in TDM. I've seen fewer battlescouts than pre-5.5, yes, but the good ones still wreak havoc. The burst damage is still there. Also... ...actually, yes, I'd say that players interested in wins should (and do) end up flying bombers. Their numbers have never been sexy. But to this day, a beacon bomber in a dom, and a heals bomber in a TDM, still do help their teams quite a bit. Coordinated teams almost always have somebody in a bomber, because they know what it takes to win. That said, I do agree that it's a much tougher "learning ship" than before. But on the flip side, a basic T1 strike is probably the best stock ship in the game. Pre-5.5, newer players taking a Rycer/Starguard would instantly become foodships...now, at least, they can survive a bit longer and maybe actually deal some damage.
  6. The merges have been a boon to the queues. Pre-merge, I had toons on most servers (including SL) but generally defaulted to Harbinger if I wanted a quick pop. Now, Star Forge is a non-stop pop-fest, with multiple simultaneous matches during prime time. Some of the games have been of...let's say, questionable quality...but at least now I can stick to my preferred server and still easily get into a match.
  7. Sensible, but I was responding to the guy's comment that "you do your main damage against hull with rockets". Dubious premise, but if that's truly his game plan, retros aren't likely to be a major part of the agenda. Blasters are apparently an afterthought, and at least a Pike/Quell gives him more "rockets" to play with.
  8. Different strokes for different folks, I suppose. But this is certainly not a 1% thing. Every good T1F pilot I know does indeed regularly swap primary weapons, whether it's RFL/HLC or ion/HLC, depending on circumstance (as Despon describes above). Those combos do a ton of damage. Maybe a volley of blaster fire doesn't do as much damage as a single protorp, but it adds up. Quickly. If you're planning to rely on "rockets" (secondaries) and sticking with one blaster, why not use a Pike/Quell? I don't see the point of even taking a Starguard/Rycer if you're never going to swap primaries.
  9. Then welcome to the GSF party. There are a few different kinds of secondary weapons, but most (aside from rocket pods and railguns) are lock-on missiles/torpedoes, which work as follows: get close enough to target (range dictated by type of missile/torp), center target (as much as possible), hold down RMB while keeping your enemy within the targeting circle. The game will let you know when the lock is complete, at which point you just release the RMB. Bombs away. In practice, against moving targets who don't want to eat your missiles, it's never quite that easy. GSF actually has a tutorial level, which - while woefully incomplete - can serve to give you some (very) basic tips on controls and missile locking. Hit 'H' to open your hangar, then the '?' symbol in the upper right. Give that a shot. Lock missiles on drones/turrets for practice. After you complete the level, you can fly around and get a feel for movement in 3d space. Your ship is indestructible here, so you can go nuts. If you have other questions, fire away. And/or join the GSF Discord channel, which gets quite a bit more traffic than this forum. That goes for OP, too - if you have specific projectile questions, they may be well-suited for Discord. It has channels for #help and #builds, plus server-specific channels which are useful if you're looking for a group.
  10. ironrd covered most of the important points above, but to add a little more: can you tell us which type of missile(s) you're trying to use, and on which ship? You mentioned "rockets" but that name is specific to a scout secondary ("rocket pods") which are relatively short range and dumbfire (no lock-on, basically functioning like another blaster). So I'm assuming you're referring to missiles/torpedoes. I'm just not sure which ones. I ask because there are a lot of variables involved. To explain further: a) range is dependent on the weapon, and also on the specific ship. Of the lock-on options, proton torpedoes have the longest range, cluster missiles the shortest. Generally, the longer the range, the longer the lock-on time required. Also note that the gunship frame offers a 20% range buff on all missiles/torps - meaning, for example, a cluster missile launched from a condor will lock on from 20% further away than the same missile on a flashfire. A proton torpedo launched from a comet breaker will lock on from further away than a protorp launched from any strike (nearly railgun range). b) Sounds like you've already taken a look at the upgrade trees, so you're aware that some lock-on improvements are available this way. Most strikes also offer a magazine option called "efficient targeting" - which also decreases lock-on time. c) Evasive flying takes practice. Awareness is key - try to keep tabs on the enemies in your vicinity. In general, you want to avoid flying in a straight line, and stay near objects/structures as much as possible. A missile lock requires line of sight all the way through the lock-on process. If you're able to put an object/structure between yourself and your enemy, the lock will be broken. Sometimes I find it useful to target whoever's chasing me and tap C, which swings the camera in their direction (but doesn't alter my path). This gives me a better idea of where they're coming from, so I can figure out the quickest means to break their LoS with my ship. This can be dangerous, though, because for a moment I can't see what's in front of me. Again, takes practice. You'll notice that when you're trying to land a missile on a good pilot, he/she will try to do the same thing to you. For example, you might be attempting to lock on to a ship and the guy ducks behind an asteroid at the last second. If you watch their flight path carefully, sometimes you can anticipate this and keep them in your targeting circle. Easier said than done, of course. A couple of other notes: most engine maneuvers break missile locks, but a couple of other components do so as well. EMP field (systems component on Blackbolt/Novadive and Sledgehammer/Decimus) offers an upgrade option (tier 4) that will break locks not just for you, but for 3 nearby allies too. Distortion field (shield component) also offers an upgrade (tier 3) that will break missile lock attempts. However, once the missile is in flight, it won't help. Even so, sometimes it can buy you a couple of extra seconds. You may want to consider using these components until you get a better handle on defensive flying. On the flip side - your enemies can use certain components to render your missile breaks ineffective. Namely, EMP field and remote slicing (the latter is only available on Clarion/Imperium), both of which can be upgraded to disable your engine maneuver. EMP missile can do the same thing. So if you find yourself hammering the 3 button to no avail, this might be why. Check your debuff tray, and/or look for a red message which states you've been disabled. Anyway - let us know what missile you're trying to use, and which missiles you seem to have the most trouble avoiding. We can probably offer some more specific advice, or at least let you know if there's anything you can do to improve your chances.
  11. But the primary weapon swap on a Starguard/Rycer allows you to do pretty much exactly the same thing you just described for gunships: ion cannon to strip shields (and drain engine or weapon power), then switch to HLC for the kill. Another option is using HLC for long-distance shots, then swapping to RFL when your enemy gets closer. It's much easier to hit a nearby target with RFL than HLC. In a turning battle, you aren't likely to land HLC, and it's hard to maintain a missile lock. But you can definitely get some RFL shots to land. tl;dr primary weapon swap is absolutely not senseless. There are multiple ways to make good use of this ability.
  12. I haven't been able to play much since the mergers, but I've heard this has become a frequent occurrence. One other suggestion: join and utilize the GSF Discord to find a group. There are a lot of GSFers in there, many more than here (because the population includes non-subs too). Each server has its own channel, so it's pretty easy to drop a "lfg" and quickly find some teammates. You still may not come on top versus a really strong premade, but at least you'll improve your chances.
  13. Well, this might not be a playstyle that interests you, but imo it's an absolutely critical ability. I mean, sure, you could stick with slug rail 100% of the time and simply punch your targets silly, but each of the other railguns offer useful advantages. The classic T1 (Mangler/Quarrel) build brings ion & slug: ion softens the target, drains some energy, and also has an AoE effect (T4 upgrade) - meaning you can pop mines/assorted bomber trash from a safe distance, out of LoS. If you have the ion T5 slow upgrade, you can tap a couple of targets to debuff them, then switch to slug and have an easier time finishing them off. Or if you choose the other T5 option (reactor disruption), and you can land the first shot, you immediately gain an advantage in a GS vs GS duel. Similarly, plasma rail applies a DoT effect, and an evasion or DR debuff. So you can spread some plasma around, and then your slugs will be more effective. I get that it's a little cumbersome to get the hang of switching back and forth, but if you practice until it becomes habit, you will definitely find that two railguns are better than one.
  14. Excellent as always. Electric hairballs, indeed.
  15. While I understand and appreciate Siraka's and Close-shave's contributions here, I was really only looking for one response. The one that matters: that of the King himself. Perhaps he will descend from his lofty station and grace us with his insight.
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