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Doumbek

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  1. When will we have space missions other than deathmatch and capture the node? It was also mentioned early on that there would be free fly space zones? Will any of this ever happen? I think it would be great to fly around zones and engage NPC's and do something other than the usual. GSF is beginning to feel like groundhog day.
  2. Logitech Marble Mouse. Not the thumb operated but the one you move with your index and middle finger. I've used it since the early days of EQLive, currently have 2 of them and 1 new in the box in the event they stop making them. It saves space on the desk, doesn't make tons of noise from being shuffled about on the desk, it's simple and accurate so that keeping someone in the cross-hair isn't an impossibility.
  3. Be thankful the airlines of the world aren't using KB&M to fly their planes. I'm decent with KBM but could be so much better with joystick. I've tried mapping a stick or controller but have to use suspect drivers written in China and Korea to get it to work, then I end up playing tech support to keep it operational. Ridiculous. Has there ever been a flight sim or a decent flying game where KBM has been used? Seriously, Bioware, if you're listening and if you care at all, add joystick support.
  4. You're correct, that's the amount of req earned after I've done all of my bonus req matches. So, I guess that would be standard req?
  5. One day of playing? How much ship/fleet req do you get per round on average? Sure I've seen the rare 1100/110 but I seem to average 500-600 ship and 50-60 fleet. Maybe if I played all day everyday but unfortunately I don't have time for that. Perhaps if I were unemployed, a college student or kid on winter break.
  6. I've played all of the ships and without a joystick, the Gunship seems to be the only one I can play effectively. That said, I've played 100+ rounds in a gunship and I'm usually in the top 3 on my team for all GSF categories. Of the 100+ rounds I've been in, about 57% of them are wins. So, I think I'm playing a GS effectively and wanted to share (and compare) component configurations, crew member selection and tactics. So far, I haven't been able to master all ship components. But, I'm working on it. As a result, I also don't have a baseline comparison between components. Although, I have made a few changes early on, for the most part I can't offer a working comparison between components. I'm hoping GS pilots will chime in and help us all make a better GS. I'll start by listing what I have and hopefully, other GS pilots can lets us all know what they have and we can reach a consensus on what is best. MINOR COMPONENTS Armor - Reinforced Armor, fully upgraded Magazine - Regeneration Extender, fully upgraded Reactor - Regeneration Reactor, fully upgraded Sensors - Dampening Sensors, fully upgraded (Dampening Sensors seemed a better option for hiding from faster ships.) MAJOR COMPONENTS Primary Weapons - Light Laser Cannon, upgraded to second tier, Reduced Power Cost Secondary Weapons - Slug Railgun, upgraded to forth tier, Improved Accuracy and Tracking ( I chose accuracy over power reduction due to how I play the GS. More later in the thread.) Secondary Weapons - Ion Railgun, upgraded to second tier, Reduced Charge Time. (I seldom use this weapon option.) Shields - Feedback Shield, upgraded to second tier, Reduced Cooldown. (I chose this over Fortress Shields. One, its Fortress is a misnomer. Cardboard Shields would be a better name. Two, I don't like the idea of being stationery.) Engines - Interdiction Drive, upgraded to second tier, Triggered Speed Boost. ( I chose this over Barrel Roll simply because I found I inadvertently ran into crap and blew up. Face it, there is almost no getting away from a faster scout or strike fighter. But, the ability to slow a pursuer down evens the playing field. I find I actually get away most of the time using Interdiction.) TACTICS 1. If you want to live, MOVE! Fire a few rounds and relocate. 2. Hide behind objects and snipe. Nothing like using an asteroid or position on one of the mesas to give an enemy a very narrow position of attack. Especially if that angle of attack is facing your gun. 3. Its a 3D environment people, up orientation is irrelevant. I see 99.9% of combatants approach the "middle" and "upper" areas of the zone. I opt for the "lower" area of the zone. Sniping from "under" an asteroid stops attacks from above and below... simply because no one is there. Also, node humpers, those players that like to fly around or hide under the satellites, they never see it coming. Plus its ideal for shooting turrets, you can nail them all in 3 shots... then RELOCATE! If you do this from "above" the node, you'll have a scout on your ace. 4. Know your abilities, HOW and WHEN to use them. I use interdiction as often as I need to. When I see the incoming attack notification, I hit NULLIFY, FEEDBACK and INTERDICTION and immediately hit the boosters (space bar). I also like to "crop dust" a satellite with INTERDICTION when lots of enemies are swarming about. This is tricky because some scout will most likely camp out on your back porch for the next few minutes. But, I've seen it turn the tide for node supremacy. 5. Use the environment to put distance and something between you and your attackers. I fly as close as possible to asteroids and structures to elude pursuers. I fly loops around asteroids, scouts cant get a lock on you. 6. F3 is your best friend (my opinion). Since I like to "shoot-n-scoot" I seldom use F1 for weapon power. My guns always recharge on the way to my next camp. 7. If you use all of your engine power, slow down and cruise to let your power regen before you stop and fire at your target. There is nothing like pissing off that scout pilot that takes it personal then chases you all over the zone for the next few minutes. If that happens, see #4. This is just some of what I do and it isn't the rule. What I am hoping for is for others to share tactics. I'm curious to know what we all do and to improve the GS pilots and their abilities. Positive feedback is appreciated. Thanks in advance.
  7. Imp on the Bastion here and so far I've played 100 rounds in GSF. Occasionally I'll see a match where the Pub faction completely dominates but for the most part, Imps seem to be on top of things. One thing I can say without a doubt is that I play a Gunship on BOTH sides and the Pub gunship is way more accurate than the Imp gunship. I don't care what the stats say about accuracy etc. I have a higher hit % on my Pub GS. On average I have a 40% accuracy with the Imp ship and 55% accuracy with the Pub.
  8. I know that if you're missing the requisite amount of ship req for an upgrade, fleet req can be substituted. I found the ship req to fleet req conversion tool and have thought about converting all of the unused ship req on the ships that I don't play to upgrade my gunship. The trick is, the conversion costs cartel coins at an exchange rate of 40 cc : 1000 fleet req. While you can't actually buy ship or fleet req, what this means is with real world money you can upgrade your ship. Does anyone have thoughts on this "feature"? Has anyone out there used this feature? This might explain why some of the flimsy scout ships take 1000 point hit after hit and not die and can kill me with a single shot, simply because they are fully upgraded.
  9. I've finally built up the required 5k Fleet Req. and am looking to buy another ship and I can't decide between the Quell or Sting. Suffice it to say, I suck equally in the strike fighter and scout ships (I perform the best in the gunship) but I am hoping to find a ship that maybe I can be better in. Something fast with a big gun and not so flimsy is preffered. Any positive advice is appreciated.
  10. Thank you. Still unable to get them to fire but I think some day, I might...
  11. Exactly how do you fire missiles and torpedos? Is it a right click? R click and hold + left click? I have missiles and torpedos equipped but can't get them to fire. Any help is appreciated.
  12. They could make a series of quests with fleet or ship req as a reward. But ultimately I'd like to be able to enter a private area to practice flying and shoot moving targets etc. without the stress of having someone on my six.
  13. In relation to 3, I agree with the team player menatlity 100%. However, you get medals for # of kills. I hate getting 5-6 medals when I could have had more especially when I've done the work. Its like that guy at work that swoops in at the last minute to take credit AFTER I've done all of the heavy lifting and everything goes right. I'm OK with it if the job is done and everything works fine, but the minute it messes with my $bonus$, someone is getting verbally pimp slapped in the next meeting. Just sayin'. In relation to 5, I agree that gaining xp for WZ and pvp makes sense. It is directly relevant to the ground game. You can't use any of your abilities in the air so give us character abilities we can use. Another thread has mentioned pilot skill trees with added abilities for leveling, such as; Piloting, Weapons and Shields. That's more in line with what I was thinking. Its not so much the leveling overall. In my opinion, ground game and space game, are completely different and separate. If you want to get down to the nuts and bolts, take engine abilities for example. Agreeably your air frame and engine may limit your ability to perform a barrel roll. But, its not your engine that does the barrel roll, its the pilot who has gained that ability through experience and training. A good pilot in inferior equipment can take a lesser pilot in superior equipment. Prime example, Battle of Britain. Just my thoughts. Respectfully, I want to thank you for your reply. I appreciate your insight.
  14. The GSF expansion is a good start. I was so excited about it, I actually sub’d again. But, personally, I feel there are some serious issues that need to be addressed. Some have been covered in multiple other threads, so I'll only mention them but not in depth. I'm an old SWG player. For all of its faults, it got the space game right. What GSF really needs to address is; 1. Joystick - This is a must. Its not impossible to fly, but its not easy. A true space flight game has to have joystick support. If you want proof, look at hit % rates. I seldom see any above 50%. It's not because anyone is an exceptional pilot. It's because you can't track with a mouse while you're trying to mash buttons on the keyboard. Maybe if you had 3 hands or you're 7ft. tall with 8in. long fingers, then perhaps. I had a much higher hit % in SWG because I could control direction, pitch, roll, yaw and speed much easier with a stick allowing me to stay on someone’s six and keep them in the cross hairs much easier. 2. 1st person cockpit view - It would be nice to get a 3rd person look outside of your ship, but I prefer being in the cockpit. The reason is perspective. I don’t know how many times I’ve attempted to fly under or near something only to crash into it because the perspective is skewed in 3rd person. At least give me the option. 3. Kill stealing - I love sniping in my gunship getting down to the last hit and watching 4 "teammates" swoop in for the final blow. It's wonderful. Limit the kill whores ability to steal glory with a single hit on a target after you've done 98% of the work. Whoever gets the most damage gets the kill. Period. Everyone else gets an assist. 4. Component upgrades – We have an on rails space game that allows players to make ship components and we have a free flight game with a canned upgrade system, really? I know this has to do with fairness more than anything but geez. Does anyone remember SWG? There were component drops in the PvE game, ship vendor parts to buy as well as player made items. You could slice parts and combine them to create cool new stuff for your ship. At the very least I feel like this should be consistent with the “other” space game in SWTOR. Give us the option to mix and match what works best for the individual. And if you’re going to make us deal with it, at least give me the option to sell items back that are CRAP! (Thermite missiles anyone?) 5. Levelling – In SWG piloting and ground game exp were separate. Why should it be any different here? As it stands now, someone could level from 1-55 and have no idea how to play their class. Give everyone a 3rd exp bar under legacy with separate piloting abilities. SWG also had a levelling story line for the different factions, Rebel, Empire, Neutral, to achieve rank in the Reb. or Emp. navies. Neuts may have had a privateer levelling rank system, but I don’t recall. (Its been awhile.) Rank gave you the ability to own and pilot different ships. Do this and eliminate buying ships with cartel coins. Right now, I’m frustrated. But I’m hopeful that they’ll listen to the community and improve the space game to keep getting my sub dollars. If not, I’ll protest with my dollar and go back to F2P where I have no voice and they can hope for a cartel coin purchase that will never come.
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