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JacenKalo

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  1. I think what he meant is give them at least a generic title representing what they've accomplished. Any Sith lord without access to the "Darth" title just doesn't feel right
  2. It may sound selfish, but can we get a skill that has some heat reduction utility? I know in Arsenal it's not that bad, but in IO you have to be very smart with your heat management. Maybe make it to where every full channel of Blazing Bolts/Unload makes your next Power Shot cost 1 heat. This effect can occur no more than once every 45 seconds. Also, the 2% damage bonus does feel a bit lazy. If you're going to do cookie-cutter set-bonuses, at least make them slightly unique based on the class. Like make them increase a class-specific cooldown or something. Keep PvE and PvP seperate please
  3. The two piece set bonus I feel is fine. The four piece one I'm indifferent to. It helps very slightly on some fights but generally doesn't feel like something that's incredibly needed. With the exception of the first 30 seconds of the fight I'll never use my taunts generally unless there's a swap mechanic or an aggro dump, but the fights are designed already where the standard cooldown for my taunts is plenty of time for me. The six piece I'm not a fan of. The increased duration and charges really just means that's 3 extra seconds that I don't have to refresh Dark/Kinetic Ward. I'd much prefer something that benefited defensive cooldowns, like decreasing Deflection's cooldown or giving a straight boost to some other skill. Or a critical hit chance. Or maybe making the next Wither/Slow Time do double the threat or some other utility for the fight. The four piece and six piece could stand to be changed. At the minimum six piece. While some people may like it (and I'm sure it has very practical purpose) I'm just not a fan of it.
  4. The experimenting part is probably what I've found to be most vital. For example, with the starting strike fighter, you get the defensive maneuver to do a 180 degree turn. which is useful if someone has a missile lock on you, but it doesn't really help you get into a position to counterattack or go on the offensive (you get a small window potentially, but not much). However, Retro thrusters shoot you backwards and still break missile locks, meaning that they can be incredibly useful in dogfights when you just can't shake an enemy off your tail. (just throw it in reverse and BAM you're now on the offensive). There are many other components I've found that can be used in more than one way to benefit you in a fight, and experimenting to find the right balance is perhaps the most critical thing I've found
  5. I don't see how the gunship's ability to fairly consistently be able to 1 shot or very easily 2 shot an opponent is any different from the scout's not nearly as easy method of getting 1 shot or 2 shot kills. If you've ever played a scout you know that it requires a tremendous amount of primary weapon accuracy and maneuvering skill. The gunship is literally a sit still and shoot class. Secondly, more people complain about Gunships and their railguns than people who complain about scouts. Because it's a skill-less task in comparison with a dogfight with any pilot worth their wings. Thirdly, your argument about the needs of the many is a bad argument in favor of nerfing scouts, because if you polled the community, I'd guarantee more people would want a GS nerf before a scout nerf. On a side note: I've NEVER heard of anyone complaining about a scout. They have less powerful weapons, and to kill anything with them you either need to have a bad opponent or be extremely skillful. I can't get into a match where i don't hear a gunship complaint.
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