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Neflarion

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  1. I did this in my t1 strike one time. Pulled their entire team from our spawn to theirs just dodging incoming fire. I died when I tried to turn around and drag them all back.
  2. I'm not sure I would classify force barrier as a "high mobility" ability.
  3. Any other sages in pvp had a melee class on you, and suddenly be unable to cast force barrier. I have this happen quite a lot. I won't be stunned and all my abilities will be available except for force barrier. I don't know if this is just a bug or intentional. I hope its just a bug, because why would BW make it so other players can specifically disable force barrier from being cast in the 1st place.
  4. That is a double edge sword right there. If they don't develop it more, no matter how many carrots they dangle, eventually the donkey is going the other way. I am sure most people now with the cxp, do their 1-2 matches a day, wipe their hands, and say that was slightly better then doing nothing, as they go back to a more populated aspect of the game. Dangling a carrot, even a nice carrot after 3 years is not going to attract people to it. If they really want people to play GSF, they need to get out of this loop of Devs: "We'll develop GSF more if more people played it." Players: "We'd play it, if you developed it more." BW needs to bite the bullet and develop GSF more or say they're never gonna touch it again. Making it easier to gear up ships is nice, but in the long run, for players who actually care about gsf, gearing up a ship wasn't that hard in the 1st place.
  5. You seem really hung up on not wanting your scouts nerfed because they really are the only OP class of ship in GSF. Now lets get something straight. When I say OP, I don't mean they're unstoppable, unfairly balanced killing machines. I'm not even saying they can't be offensive powerhouses. What I am saying, is for their class type, they do more damage then they should realistically. I have already stated earlier that a scout should be able to beat a strike 1v1. That's not what I'm saying. What I am saying, is a scout shouldn't be able to kill a strike at full hp/sp in 3-4 hits. In a 1v1 battle, a scout should win because of more time on target on the strike. Only in 1 situation do I think GS or bombers are annoying, but not OP. A gunship wall for gunships, and tick bombers for bombers. In neither of those situations do I think either class is OP or cheating in some way, just really, really annoying. What I do find OP is when I'm on someone's tail and a scout I didn't see, comes flying in, hits me a few times and I'm dead.
  6. You think strikes pose no threat to a gunship and only serve to be eaten by them? Other then mastered GS which one shot everyone. I routinely, in a strike, boost face first into single gunships and rip them to shreds and only get hit once. Smart gunship pilots book it before I finish them off, but unless I get a tail, rarely do they ever escape. You can't say strikes pose no threat to gunships, when any class of ship who sits in their bubble and lets them snipe with no harassment, is gonna end up the same way. Again we're back to "Battlescout" vs "scout". If BW wanted scouts to be hard hitting fighters, they should have just called them fighters. Strike fighters and fighters are not the same. Fighters are specialized air superiority, strike fighters, are multi-role. And lets remove the scout classification. In any game where you have a light agile class, that has high evasion they don't hit near as hard in a single attack as their heavier less agile counter parts. For example a rogue type class vs a knight type class. The rogue is going to be more agile and harder to pin down and hit than the knight, but in a single attack the knight is going to be much more devastating. That's the problem with scouts right now. You have the agile hard to hit scout, that hits harder than the heavier easier to hit strikes. In no meta in any other game does this make sense.
  7. Even with your almost 6000+ matches, I think the definition of scout is lost on you. There is a difference between "Battlescout" and "scout". I don't recall saying scouts shouldn't be highly maneuverable and able to evade fire. What people are saying, is that there is no circumstances a scout, should be able to fly in, and out damage a strike and kill them in a few shots. In every meta ever, scouts aren't meant for battle, or to even really kill people. Scouts are meant to check out the area ahead of advancing troops and report back enemy positions. Should scouts be able to kill a strike 1v1? Yes, but it shouldn't be because they do so much more damage then a strike. It should be because they're able to out maneuver the strike and keep up a steady barrage on the strike. Also most people forget, that while they're often just called strike, the full class name is "Strike-Fighter" By meta standards they are right where they should be. They can hit from range and in the hands of a skiled pilot, they can put up a hell of a fight. Bombers are fine, gunships are fine, strikes are fine. "battlescouts" are the only ships that don't correctly fit their meta.
  8. Yeah, its being met with derisive comments, because other then in the increase req and reduced costs, they're not making it better in any way. All they're doing is saying, "Have some free ships new characters." That's not what GSF needs. GSF needs new ship classes, new maps, and new battle modes. That's what GSF needs. Yes I am aware that 5.2.2 is not a major patch, but all these changes could have waited for 5.3, and had all or some of what I listed above, in addition to this, and no one would have complained about not getting this measly little req buff sooner.
  9. ... I just eyerolled so damn hard. All new characters start off with a strike, a scout, and a GUNSHIP, standard...
  10. I think its a good idea, but to help them out even more. Have AI fighters in those maps that they can kill and will shoot at them, but they will take no damage from being hit. This will let them fly around the maps, and practice dogfighting and using the map to escape incoming fire.
  11. Well Greetz in this case the phrase "Rock is fine. Nerf scissors." -Paper. Really does apply. Strikes are not weak, battlescouts are just OP. Your first clue to this fact? They are called battlescouts. 1v1 a scout shouldn't beat a strike because it can do more damage easier then a strike. A scout should win because its a more agile class of ship. When in a strike, a class of ship that is supposed to be a stronger class of ship, do you really think its appropriate that any scout should be able to take a strike from full hp/sp to dead in a matter of 3-4 shots. Cause I sure as hell don't.
  12. Because of how GSF works, a game pad is going to be worse then a M+K. What I find works really well in a dogfight against a guy I can't shake or a group is to be heavily unpredictable. Flying around and randomly changing direction constantly, makes you a far harder target to hit. I can extend an engagement of 1v3-4 from several seconds to several minutes just by being random. The longer you survive and the longer you keep them engaged the longer your team has to pick off your tails. Also be aware of where your team is at and what's going on while keeping a watch for enemies. If your team is going B and C, and there are 4 enemies at A plus defense turrets, its probably not worth it to rush into A. Also prior to spawning and respawning take a look at your enemies group makeup. If the enemy has 2 GS/, 2 BMR, and an assortment of strike/scouts and your team only has 1 GS and no BMR, switch to a BMR, and lay down some support. Finally F1,2 and 3 are your friends. F1 transfer power to your weapons, 2 your shields, and 3 your engines. With F1 and F3 your shields are weakened, but F1 gives you a bigger blaster pool which means you can fire more while F3 gives you a bigger engine pool so you can boost farther. F2 increases the power to your shields which means they can take more damage before they fall. Generally I use F3 when I spawn to boost to a satellite or into combat and then use F1 while in combat. If I get multiple tails or if I am in a GS/BMR and get 1 tail I will hit F2.
  13. I know I really don't need to bump this seeing as its not likely to fall off the front page anytime soon. Just letting people who've seen the thread that more was added.
  14. You do know the every time you start a new character you have all new ships right? You give someone like me or any other veteran pilot, who happens to be starting a new character, a one shot mechanic, the other team is going to get wrecked far too easily. Even if your restrict your 1-shot mechanic to new legacies, any idiot with half a brain can look at the map and see that there are points of interest on the deathmatch maps. And then if they do get lucky enough to see and get the DO, all the skill in the world isn't going to save stationary gunships who are currently firing at someone else and don't see the lucky *** newb coming from somewhere other then directly in front of them. No you didn't say newbs should have a damage boost, just that they should be able to one-shot people if they do get a DO. Which is BS, because mastered gunships can already one shot people who aren't in mastered ships. Yes its hard for actual new players to kill people in GSF. That's what's called a learning curve. There are plenty of resources to help them get better, we don't need to coddle them and give them special things just because they're new. That's called the Bigotry of Low Expectations.
  15. It's bad enough mastered gunships can one shot people. I don't need "new" players getting a damage upgrade, and 1 shotting me, while I'm coming up on a gunship to kill them. Also it'll make them OP against gunships in general as they could just fly in and pick them off one by one in quick succession.
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