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Fractalwave

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  1. SInce it's a double XP weekend, can you tell us what composition to avoid?
  2. I think this happens more often than people know. I've seen missiles I fire completely miss from people barely moving out of the stated range of the missile when they look in range on my screen or they lag jump. I've also seen my missiles appear to travel longer than their stated range to hit. All I can think is it's my lag factor and the video is not keeping up with the commands.
  3. While going kamikaze in your NovaDive to fire off EMP does help, it doesn't pack the power necessary to take out all the drones, mines, and the bomber when they are at full health. You need help from your friends. Going kamikaze in TDM would be bad in many cases because you'd die so much. Going kamikaze in domination, you still die but you can catch the bombers before they get to the satellites. Your stats might look horrible but you get the win. Going kamikaze with a gunship and/or striker (preferably pike with long range missiles) watching your back is great. This doesn't work so well in a match where the opposing team stacks bomber and gunship pairs.
  4. Nope...that's not what I'm saying. I'm sorry you read it that way. My schedule has nothing to do with my comment. I was trying to point out that more than one session is necessary to effectively kick the tires. It also helps if more than one time of day or day of the week is set up due to varying time zones and work schedules.
  5. Oddly enough, not everyone can be around for just ONE available session. You get a larger test population with a broader range of experience if there are matches consistently spawning daily. This is why PTS is available for more than a couple hours on a Saturday every time it is updated. A couple hours isn't enough data to provide a real test. Here's a couple of questions for you: Why download PTS for just a couple hours of testing? Why not forget flying on the live servers and log into PTS for your daily flying for the whole weekend or even a week or so? What's it going to hurt?
  6. That's just it. As a "team" you need highest or almost highest stats across the board. In a close match, a good wingman can do more than enough damage with high assists to push your team ahead. In domination, the win goes to capturing and holding the objectives the longest. High damage and kills come only in a highly contested match. You can farm lower level pilots, if that's your thing, but you won't really rack up large damage numbers that way since their ships tend to have a lower HP. In TDM, the win goes to most kills. A wingman who captures a lot of assists but is ranked 3 to 5 on the damage chart, depending on the mix of the teams, works just as hard for that win and flies just as well as the obvious "ace." Is a wingman in a TDM who gets 15 or more assists not flying well? He helped in more than 30% of the kills, probably significantly in half or more of those if his damage was good. You can check the same stat in other map types but it's easy in TDM. With the stats that are easily available, there is no way to count someone an "ace" without being biased to a particular ship or stat. If you count solo kills, a ship that can consistently kill in just a couple shots has an edge. If you count total kills, ships that can stand off a bit and easily pick up the next ship in their targets has an edge. If you count total damage, it's about having a ship that has high damage and accuracy weapons with an ability to quickly target the next ship or to target multiple ships. The interesting point is that the same ships that can easily capture high damage can also easily capture high assists which further masks a fighter pilot flying well as a wingman. If you take the players listed as aces on the various servers and categorize them by ship flown the most, I think you will see that the current method used is biased to specific ships. As a result, you're relegating "aces" to those specific ship types. For argument's sake, one solo kill on a NovaDive or Blackbolt does not equal one solo kill on a gunship. A ND or BB pilot with 4 solo kills in a match is much more extraordinary than a gunship pilot with 4 solo kills even though the gunship pilot has highest damage, highest kills, and highest assists, etc. - especially in an even match. If you consider base damage and accuracy per shot, the NovaDive pilot is likely to be hitting on a lot more shots for those kills which requires more work. For all we know, 4 solo kills on a ND or BB is equivalent in skill to 20 solo kills in a gunship. I realize the method of designating an "ace" will probably never change because people can't get past those two or three obvious stats. I'm smart enough to recognize its failings though. IMO, you shouldn't need to fly the highest damage killing machines to be recognized as a team player or as an "ace."
  7. Someone who is actively flying as a wingman will often get way more assists than they do kills and can have medium to high damage depending on the expertise and luck of who they are flying with when you look at the charts at the end of the match. Most people never pay them any mind or give them a shout out because what almost everyone is saying qualifies as doing a good job or being an 'ace' is highest kills and damage. Sorry, I just don't agree with using just a couple of the stats to gauge expertise. If that's what you're doing, you are ignoring a part of the population.
  8. This is the one thing I do not believe. I'm a mid-range, maybe upper mid-range pilot. Sometimes I'm top of the charts, sometimes middle of the charts. It depends on time of day, day of the week, whether I'm queuing with others, and whether I CHOOSE to take a supportive role or play around with components. In addition, and I know this may be a shock to some of you, some players have a real life and don't always fly.
  9. If engines are tweaked in upcoming updates, it might result in what you are looking for with the gunships running for cover better than moving the cap ships further out. I have one other idea though. The lore and movies don't have capital ships one-shotting every fighter that comes within range. Leave the cap ships where they are. Turn the power down to the level of heavy lasers or satellite turrets. Remove the automatic one shot kill from cap ships. Give cap ships heavy lasers or turret lasers with the same range the ships have currently effectively reducing their hitting power Fighter has to be in the firing cone of the battery to get hit by it A single battery can target one ship at a time Give us the ability to see with our sensors the laser powering up to shoot at us [*]Overwhelming numbers of fighters can cripple a cap ship Give cap ships super heavy directional shields so the weapon used against their turrets needs to be shield piercing or draining until the shield is gone Newly spawned ships are protected behind the cap ship's shields (unless the shields have been disabled) until say... 5 secs after they start moving This would make it possible to survive going into the cap ship's range of fire but you can't stay there indefinitely unless your squadron is making a coordinated attack on the capital ship. Pilots could still run to it for protection but the protection wouldn't be foolproof. People running into range without looking would start getting hit for being silly enough to run into the cap ship's range. Newly spawned ships have some protection. A lopsided match could turn into a coordinated attack on the capital ship. Just turning the cap ship's laser batteries into heavy lasers so you are no longer one shot would make a huge difference in the game.
  10. You like the turrets turned on back the way it was with no changes?
  11. Yep, but I don't think that's likely to happen any time soon.
  12. In another thread,http://www.swtor.com/community/showthread.php?t=725454, Zharik suggested: This is an interesting idea. Does anyone know if the exhaustion zone in GSF reduces health like it does in the ground game? If so, I don't see this as viable. If not, I still do not think this prevents gunships or anyone else from sitting right outside the spawn area/exhaustion zone and picking people off.
  13. Fair enough. I think the more concerning issue might be system or program limitations for something constantly going on and off. This could be mitigated by implementing a minimum time for both on and off. If the limitation is there, I'm not sure how practical it is to try it.
  14. There is datamined info on the 2.7 release out there. If they open up PTS for testing with 2.7 this weekend the changes might be visible there. I'd rather not post a link in this thread so it doesn't get derailed. PM me if you would like to know where.
  15. This may no longer be an issue with the supposed changes coming to the engine abilities. It might be better to wait and see.
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