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arrefmak

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  1. Big shout out to the pub flyers I've been lucky to fly with: Fanu Crazyeights Sonya Freckles Evgeni Xen'xe
  2. I am solo logging in around 7PM eastern and seldom play more than an hour a couple times a week. Sometimes I bring in solo friends to the GSF, as I'm not on enough to join a GSF guild. I've seen balanced play on TEH between Pubs and Imps. However, it seems Imps queue less regularly unless the Eclipse pilots are on. Both sides are very skilled. My own experience is there are plenty of fresh pilots on both sides. I agree there is more chatter and help on the Pub side.
  3. I'm not an ace pilot. I am a support pilot and focus usually on wingman duties and taking heat off someone who is getting double-teamed by the enemy. I put some respectable numbers up for the team. And my style usually has good hit percentages and high assist numbers and modest kills. I really like the synergy of the heavies/ions/concussions. It gets results, especially on satellite defense; where the satellite may kill the scout after you have ripped their shields off. In a dust-up ball of combat, flying with ions can produce a string of enemy deaths as pilots around me execute the finish of ships now without shields. I'm not flying with voice or often in groups, but I think I also get a bit more focus from the enemy when they realize I'm loaded with ions.
  4. it would be reasonably easy to rescale/retexture the class ships at a microscale. Not so easy to match all the components to them, that would take some studio time. It is a nice idea for a new mix, but would also work better if you could dye and dress them with some 'ace paint jobs'.
  5. Despite less than full participation, I found Strike Night fun, exciting stuff. I also talked two new players into coming along. Admittedly, once we got hammered by GS and scouts a couple times... there was switching to other ships by both sides. However, the overall experience and play style is still pretty entertaining. Thanks to those who participated.
  6. There has been lots of kudos to the aces of the various servers. Personally I admire them and am glad to fly with them. There is a 'foundation of confidence' when you head into contest with an ace or two on your side. I find I often do better and I think the reasons for that are complex. And I have some games where I nail five enemy ships. Not often though. I'm a team pilot. I often spend all my time looking for pilots in trouble and immediately fly to engage the attackers on that pilot. I often see two or three enemy swinging in to line up on a single friendly who has strayed from the center of engagement. It's a good thing to remember... lone pilots are soon dead pilots. Here is a bit on aces, strategy, and survival. Aces are the 5% of flyers that account for most damage to the enemy. This approx figure (5%) has been tracked across wars large and small. I'm having a blast with GSF and I thank everyone who joins us and makes the game pop, especially the 95%.
  7. Gotta say the Imps are playing some serious awesome opposition on the Hawk. Nailbiters.
  8. Agreed. Best times----- I almost have stopped playing my storyline.
  9. ^^^^ This. Or just give us a setting so we can set the default column we want.
  10. Gotta just shout out to the Ebon Hawk flyers of the Republic.... you folks are great and I spend way too much time climbing into my ship to fly with you.
  11. You got it. Ship requisition spends on upgrades for one ship. Fleet spends for any ship. You can 'buy' conversion of ship requisition to fleet totals with cartel coins.
  12. I did not mean to indicate that range was not the strength of the gunship. However, when you are trying to track a scout/strike amidst the frames/asteroids/rock formations, you can barely rotate as quickly as the opposing ship moves. You also see most ships behind obstacles about 50% of the time. Sometimes a target will dart between obstacles---and maybe your gun cycle matches that narrow window. Your point about degrees of movement is correct---but does not account for the battlefield issues. I think the scout/strike pilots have made the case elsewhere in threads: you can predict the gunships, you can take them out, the environ favors the scout/strike. Even in an open space area, which is more to the gunship advantage, gunships are going to have to do more work/skill than sit and shoot. I cannot comment on the skill bypass you are talking about. I have not seen it yet. So this really seems to be the crux: you think rail guns are a bust. So how do you feel about missile lock-ons?
  13. If you think there is no skill in gunship play, you have not played them. Half blind, trying to zero in on moving targets at extreme range (range that actually plays to the strength of scout speed and strike fighter maneuvers), knowing that you are prime on the list of things to kill, knowing you cannot escape once you are spotted, suiting up and going out there anyhow---for the team. I have not seen many one-shot deaths, I think most of that argument is exaggerated. Damaged ships going down in one shot, yes. I've seen 2 or 3 hits to take out an opponent. I've seen wounded ships finished off by a teammate. In flying gunships, mostly I get 'assists' and that's just fine. Very few outright kills. History of combat flight shows us that there are always unequal designs on the battlefield, and yet, pilots climb into the cockpit and try to do the job. I think a little tension in the dynamic between the three styles is what makes the whole game successful. Almost every Star Wars cinema scene showing space combat demonstrates one shot and quick death, either by trying to avoid getting shot (flying into obstacles) or by getting hit squarely by an opponent. The only avoidance is grazing shots, or fast repairs when hit badly. Some of my best moments in the game is surviving several hits when being chased down by 1 or 2 scouts/strike ships. Trust me I don't last long.
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