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IncoherentVoice

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  • Location
    Chicago...ish, IL
  • Interests
    Gaming, Writing, Flexing, Spooning
  • Occupation
    To protect the Earth from myself.
  1. Amen, brother/sister. The point of having rare items in a game like this is that they're rare, and earning them is cool. With a gambling system like the Cartel Market, you don't earn things, you win things, but the point remains that winning them is cool. Granted, it has the ulterior motive of tempting you to spend a lot more money than you probably should, but it never lied to you and told you that it'd give you the dye pack you really wanted if you spent more money. You knew exactly what you were getting into. You played. You lost. If you had won, you wouldn't have started this thread, and as far as I'm concerned, once you've taken part in a system that you understand to be skewed against giving you what you want in its randomness, you forfeit the ability to criticize it for being random. That's why everyone here is making the comparison to the lottery. If you participate, you don't retain the right to be taken seriously when you call it an unfair sham. Also, if you believe that five million credits for something you obviously REALLY want is more valuable than the "loads of money" you've already spent on the Cartel Market, I have an all-black bridge I think you'd be interested in purchasing.
  2. When an enemy is flying evasively or lagging the indicator jumps all over the place, not to mention when following up close, so there are plenty of times when whether or not you're actually on target is the subject of speculation. That aside, though, it's really just a point of frustration that I've heard echoed by a number of people I've flown with. Something about being given no feedback when underlying math is what's causing you to miss in a game like this is fundamentally annoying. Think about it in the context of the ground game in just about any MMO. If you deal no damage to an enemy, you're given an indication of why that happens (miss, parry, block, evade), and based on that information you can change your tactics or even your build. In Starfighter you can also miss for a variety of reasons (accuracy, evasion, player aim) but there's nothing given to differentiate one miss from another. If every time you did no damage to an enemy in the ground game the game was silent as to why it'd drive me nuts, personally, and in Starfighter it's arguably more important because things happen much faster. When I'm on target in a game where I have a cursor and am aiming manually, but can't hit them regardless of whether or not I'm on target, it's frustrating and it just feels like something is missing. Feedback from the game would hugely alleviate that frustration, and it would also serve as a way to introduce the concepts of evasion and accuracy in a game where you are manually aiming (traditionally unwelcome concepts) to new players in a practical way. I'm not suggesting scouts are OP, that evasion get nerfed, or that anything change other than that the game give additional feedback. It would not make the game easier or more difficult for anyone involved, but it would make these concepts a bit more approachable and I really just think it's a good idea. As for making the use of cooldowns more evident, I had stated I was hesitant about that for reasons that have already been repeated several times in this thread. Not really sure how you interpreted any of my points as "crying."
  3. In the example you gave, you're talking about an enemy you presumably can't see charging an attack to fire against you. Now, if you COULD see this enemy, you'd notice a giant halo of energy around them giving away what they're doing. Bioware did in fact see fit to show you when a Gunship is charging their railgun due to the devastating impact it can have on the flow of battle, so while I understand your argument, I don't think that example really does it justice. When a scout uses an ability that boosts their total evasion to 100%, that is as devastating a defensive measure as a fully charged railgun shot is an offensive measure, so it makes sense for there to be more of a clear indicator. Also, GSF already uses floating text to show the damage you're doing, just like in the ground game. Using floating text to show that your enemy is evading an otherwise well-placed attack (much like how you'll see "Miss" or "Evaded" in the ground game) makes sense. It helps you differentiate between missing because your aim is off and missing because their evasion stat is high which I personally feel is important in a game like this. You're not just tab-targeting and hitting "1-1-1" against these enemies, you're leading and shooting them with FPS style controls. When they evade a well-aimed attack because of an underlying evasion statistic, you should know that's why you missed.
  4. Soooo much this. I've noticed most pilots laugh off blaster fire like it's nothing and only start to evade when they hear a missile lock. If you're using an ion cannon you're dealing as much damage as you would with your missiles, so it's kind of funny, but in all fairness it is much harder to detect just how badly you're getting wrecked by blasters right now. Blast the hell out of them when they're stationary and only lock missiles when they're fleeing and you're trying to keep them occupied with fleeing. This also works when you're trying to take down enemies making smooth approaches to turrets or enemies that are in smooth pursuit of allies- lock on missiles are a detriment to your efforts.
  5. The thing that bothers me most about GSF is the evasion stat. I've heard scout pilots vehemently defend it as the only thing that keeps them alive, and after hearing from them I have been convinced that it should be in the game (plus the idea of cybernetic warfare and distortion fields is pretty cool). The problem I have with it is that I would really like some kind of feedback that the reason I'm missing is that they're evading, and not that I'm lagging out or getting cheated. The best example I can think of to cite is in Team Fortress 2. Scouts in that game have an item (not sure what it's called) that enables them to dodge all attacks that hit them for a short time, much like the evasion-boosting cooldowns in GSF. However, there's a VERY clear indication that they're using the ability, and when you shoot at them you're given floating text that says "Miss!" to let you know that you're on target, but that your damage is being negated by the ability. That's what I'd like to see in this game- when you're on target, and would have hit an enemy if not for their evasion stat, you should be given some sort of notification that they did in fact evade the shot. I also feel like there should be a more obvious indicator that an enemy scout is using an evasion boosting cooldown, but I think some might argue that that would defeat the purpose, especially when being targeted by an enemy Gunship. What are your thoughts on ship evasion in GSF?
  6. I agree with the OP, the death match style terminology doesn't fit very well with Star Wars. Hadn't really stopped to think about it but it's a good point. But, hey, at least the game doesn't say "G-G-G-GODLIKE" when someone achieves a "M-M-M-MONSTER KILL."
  7. Yeah, you don't want to get into those wrestling matches. It just wastes your time and one of two things is going to happen: another enemy is going to show up and you'll be running for your life, or an ally is going to show up and your enemy will be running for his/her life. That also brings me to my answer: the best way to get out of that pattern is to have a wingman interject. It's all about teamwork. If you see an ally circling an enemy then get over there and help them out. You'll kill the enemy and free up your ally. On the other hand, if you can't rely on a teammate to come help you, boost towards them. If all else fails, and if you're determined to continue your silly little 1v1, boost away, turn, and "joust" with your enemy. At least one of you is more likely to die in that way.
  8. Gunships are annoying when there are several of them working in tandem but... they also halt their movement entirely to attack. That's a pretty decent trade-off, especially when you can easily boost to close that distance in seconds. Now, if your engine pool is empty because of trying to shake pursuers when a gunship starts firing on you... welp. That's called getting outplayed. It happens. If you never expect to get outplayed in a competitive environment the joke's on you.
  9. I've fought some good gunship pilots, but for the most part I find them to be pretty easy targets. I suppose it's possible (?) that every single gunship pilot I've fought is a noob but I've never been one-shot in my strike fighter. The only time I have trouble with gunships is when they're obviously coordinated with other gunships and fighters that support them. I really don't think they're in need of a nerf.
  10. I think the alarm that sounds once a player who has locked you fires their missile is the coolest sound I've ever heard. But yeah, sometimes when I'm being hit with a rapid fire weapon I don't notice how badly I'm being ripped apart until it's too late.
  11. I love seeing gunships in my strike fighter. More often than not it means a free, easy kill.
  12. I do the same thing. Trying to navigate via the minimap isn't really possible in this. It takes a little practice to get used all the navigational information being present around the reticule but it works. I'm extremely colorblind and have bad vision overall so it's a mess for me and I still manage to know where I'm headed... most of the time.
  13. Latest screenshot, taken for the 5 solo kill count. Trevis - FT-8 Star Guard - The Eventide - Jung Ma - 9 Kill Streak - 5 Solo Kills http://i.imgur.com/xdodSx9.jpg
  14. According to my achievement information I've played 22 games with only 2 losses, both of which were automatic abort losses. I've already completed most of the "get x in a single match" achievements. I also consistently get top damage in my matches, I think with maybe three or four exceptions. I haven't spent a single dime. If you are losing it's not because your enemies have better ships and components. It's because you either don't understand how the game works or you're simply not good at it yet.
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