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Drakkolich

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  1. I meant "weren't going to fix the flight model" , sorry about that typo. Basically we figured out the constant boost drifting really early and used it to dominate the first tournament, and then they tried to make a few changes to fix it, we knew full well that if they kept it the way it was the gameplay was going to become very stale very fast, and once the Devs told us they were moving on and not making anymore changes we just bailed. We weren't having fun anymore and even though we were the points leaders when we left, we just didn't want to keep putting in that many hours in a game we weren't enjoying.
  2. Rando's was founded by GSF players, and began as mostly SRW players. GAS was almost entirely GSF players except for a single player. (And after we left Squadrons because the Devs told us they were going to fix the flight model, we got that player to come play GSF lol)
  3. So while I don't think Proton is hugely imbalanced like some do, I do think it's a little bit stronger then some other missiles. In my opinion EMP missile is still the best missile in the game, but I'm not sure we want that one to go down in power since it keeps crazy Bomber nests in check, and that's been very healthy for the game so far. I'm not huge on discussing how to balance things, but my idea is a simple one that I think could also bring some other components back into the game making the meta even bigger. Remove Armor Ignore on Proton Torpedo. Now you'd have a missile that specializes in sniping kills but also has a component hard counter in Damage Reduction builds. Which would give Thermite a new role as the anti armor Torpedo of choice. Having Protons be scary has been very good for the game, since now you can peel for teammates, threatening a Proton on an enemy targeting your teammate needs to convey that level of threat so people have to dissengage, so we get the back and forth we currently have in GSF. Pre 5.5, everyone just played offensively 90% of the time and just ignored what everyone else was doing and hoped their evasion would save them, which it often did. Anyways that's just my thoughts on the matter, I'd much rather them keep Proton as it is then gut it and lose that threat of a scary missile hitting someone. However I do think dropping it's Armor Ignore could open up some interesting possiblities.
  4. I agree that would be really useful, until then though here are the %'s of your hull that the colors represent. Yellow = 60-80% Hull remaining Orange = 40-60% Hull remaining Red = 0-40% Hull remaining
  5. I can see how it would be tough, if this is the first time you've reached that point in a game. You definitely need a way to deal with it. At this point I just revel in it, I love all the hatemail I get, it's basically just compliments to me now. But I wish you well, in your next endeavour
  6. This isn't exactly true, while they didn't tell us how the DO clusters worked or how many spawns there were or anything like that. They did tell us that the DO clusters existed. Here's a link to the original Forum post by ChrisSchmidt one of the Devs on GSF. https://www.swtor.com/community/showpost.php?p=7385962&postcount=4
  7. Look I understand where you're coming from and I agree with you a solo way to open the custom maps would be great for allowing players to practice things and discover the maps on their own. But your first post said "How?" and then proceeded to scream about people kicking you from games, showing that you either forgot or didn't know what was out there that you can use right now. No one is saying we don't want a solo are to practice, we're just offering the tools we actually currently have to do so. I also played the hell out of Squadrons, and their practice mode was invaluable in figuring out how to break that game, so much so that the competitive scene all quit because of how much we broke that game and the devs just walked away from it instead of fixing it.
  8. If you grab 3 other people, you can easily go into a Custom game for either Kuat mesas Team Deathmatch or Iokath Team Deathmatch and just keep grabbing Do's until you've memorized them all. Hell the 3 other people don't even have to enter the matches, they can simply help you start the game and you can practice for 14 minutes. As for Lost Shipyards Deathmatch, sadly the custom version of that map is currently bugged, so you can't practice that way. However you can still explore the map and head to the spots that are on the Location Maps that we made for you guys. If that's not enough you could just go look at the many Youtube videos of good players playing, Lost Shipyards Team Deathmatch and watch them pick them up in real time. I'd say you have plenty of easy ways to figure it out without having to actually go into a game to do it, which you know is how we that made the maps in the first place did it, since we didn't have all these useful resources you now do.
  9. Yeah it's not hacks, they're describing Dsync perfectly, but no one ever believes Dsync is a thing, be on your screen everything looks normal except the other ships are slow drifting in one direction and it's usually only for a couple of seconds.
  10. As Requested, we actually had a lot fun in this short match.
  11. I think he meant, just something to mess around with when I'm playing with my regular team just flying matches. Not sure when you play, but I'd be up for scheduling to play some matches with you one day. Our usual time slot is roughly 11pm-2am which changes a little depending on the day.
  12. Yeah I understand the premise of his exercise, I was just offering advice for if he or someone actually wanted to play with Clusters regularly, sorry if that didn't come across. Also while you are getting enemy breaks with Clusters that's not really the "masking" I was referring too. Most players when they get hit by a Cluster even after a break, learn that they can just take the missile, or atleast take every second one and break inbetween. In a team setting you can single out players that are doing this, by having a teammate with Protons Lock theirs at the same time as you, this way they think they're letting themselves take 1 Cluster as damage so they can break the second one, and in reality they end up taking the Proton. It's an advanced tactic to target players that are trying to tank clusters to not waste their missile break.
  13. Yeah so this is one of those I forget you guys are thinking in Solo queue terms things again, so my bad. Yes, just on it's own I would choose ammo over arc or cooldown, however when I run this build with clusters it's usually in the idea of spamming people with clusters as fast as possible to mask Protons for my teammates, and when I run it we have someone bring an Ammo drone so I never have to worry about running out of double volley clusters.
  14. My videos of the event are all ready for anyone that wants to watch it from my point of view. Enjoy
  15. Double Volley is just way more damage, but if you're having ammo problems you can swap to the DoT, that's really the only reason to use it. I'm assuming you mean the Magazine and not the actual capacitor. Basically if you're running Heavy/Quads setup you need Regeneration Extender because that combo just eats weapon power, but if you're running Heavy/Rapids you can take Efficient Targeting since Rapids are so weapon power light you're good to go. That's another advantage that Heavy/Rapids gets, is that you have faster Missile lock ons. Crit on Rapids is fine, it's very much a personal preference thing for that upgrade, I personally like more accuracy since you're already doing a ton of damage and just making everything more consistent is how I like to play. Gault is a fine offensive crew member choice, you're basically choosing between Missile lowered cooldowns and extra arc and if you're using Clusters you definitely want the cooldowns. If you're running Protons though, you really want the extra arc.
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