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OscarDivine

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10 Good
  1. My experience with the build is that it is extremely powerful and can take entire spawn points solo, The Greatest Problem: Just not enough Juice to kill more than 5 players (without DO) before needing to break off to recharge. LOL
  2. Re: Frequency Capacitor My thoughts exactly it wouldn't hit any "break points" so it would gain no real advantage, in fact, it may actually reduce the potential number of double laser shots you can achieve in a short period of time. Moar testing
  3. I'm interested in seeing this done with two different laser colors to really accentuate the combo visually. I'll try it tonight maybe
  4. I'll fly Imperial side every night for the next week, how's that? I fly usually around 8:30-10 EST. then later from maybe 11-12 or 1AM EST.
  5. I don't seem to have any issues on either side I play on. Winrate similar imp and pub.
  6. I love to see pilots recording and posting their videos! Especially the talented ones, thanks Ianir! I'm populating my own YouTube channel more and more also. Keep it up!
  7. Everything in Despon's GSF School videos. https://www.youtube.com/channel/UCWTo5N9w5J_9OeqCvKfWMbQ If you are a new pilot and you haven't watched these, PLEASE DO! If you're a pilot who is experienced and you haven't watched these, PLEASE DO!
  8. I would love to see a regular streaming presence again. I would be it but I have been too fractured in my play hours and only would be streaming for an hour a day tops.
  9. Reinforced Armor is the only armor minor component that is helpful against Protorps. Each ship has different advantages and sacrifices made I order to take Reinforced Armor, however. Scouts can survive a Protorp hit (no crit) but give up evasion. Flying evasively and using cover wisely is the best option for scouts IMO which nullifies Protorps to a large degree, though you will eat them from time to time. Being less vulnerable to Gunship fire and blaster fire outweighs the Protorp disadvantage IMO. For Gunships (as is the question stated), the greatest threats to Gunships who fly smart are Scouts and Other Gunships making evasion still their top choice. Reinforced armor is good, but if the Gunship stays near a repair nest (as they theoretically should be) it is a much lesser concern. Strikes are the only class of ship I believe really takes the best advantage of Reinforced Armor. They are more likely to joust other Strikes and have Missile threats constantly as a result. Combined with Hydrospanner, Reinforced Armor is a good choice IMO, perhaps the best choice. I take this component. It also gives you an advantage over other strikes who do not take it during jousts with other strikes.
  10. There are ONE Main reason I LIKE this map: It is a TEACHING map. Missiles are the new game, and you can now use more obstacles than ever for cover or line of sight breaking. If you're a pilot who is learning how to fly, this map teaches you that it is MORE rewarding to fly evasively and use cover than to just use your abilities to brush off missiles so that when you're OUT of abilities, you're just a sitting duck with no skill to protect you. This Map cultivates that skill. It also teaches you how to maneuver around objects large and small. Sure we're all more prone to self destructing, but the potential to learn for new pilots is really great. Anybody can press a button to stop a missile lock tone, but not everybody can use a giant ship engine to do it. Big thing I DISLIKE about it: It rewards bombers who hide their mines or cluster together. It rewards the worst part of bomber abusive play that lures in inexperienced pilots (and sometimes well experienced pilots) to kill them and die to their mine arsenal
  11. I 100% agree with the need for EMPm fix to help out the T3F build. While T2F still could use the additional damage, the current "standard" Protorp/EMPm Alternating build isn't bad, but there are a LOT of missed opportunities with it now. Even with these shortcomings, it is still a powerful and effective build (with which I actually did achieve that 39 point TDM match yesterday). It STILL needs that extra damage, however, to round out the missile itself and builds also with the T3S which could benefit greatly from a meaningfully damaging EMPm.
  12. Confirmed by both myself and Despon, EMP Missile is still only performing 50% Damage to main target (player)
  13. I always appreciate every % of accuracy I can get, I wonder why no note of this was made. It's a change to a very substantial and meaningful meta component
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