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Coldcrush

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  1. I think the thought process here is rear first because that is the "oh $#!T" some one is on my tail scenario, where as I know beforehand if I am going to be jousting some one. Of course optimally these are all separate keybinds.
  2. Wouldn't it be better to wait for the first weekend day? You will find people working today, being a weekday, plus they will still have to DL the PTS.
  3. Even if two are placed perfectly with minimal overlap you're still only talking about two 7 klick diameter spheres on a map with a whole lot of space to move around in. It may work a little better in kuat mesa due to their being more alley ways and choke points, but even then its effect is relatively minimal compared to missle or rail drones.
  4. They work well for domination because people have to be within proximity of the satellite to cap it. In TDM people just boost away from their 3500 meter max range. I don't use them because you can't change your loadout depending on the game you get.
  5. Depends on what you mean by aggressively. Bombers excel at setting up "exclusion zones", which holds true in both Domination and Team Deathmatch. It's a no brainer that these zones are set up at satellites in Domination , but they can be almost anywhere in TDM. You could fly into the middle of a firefight and try to set one up there, but at the high risk of quickly losing your drones. Personally I'll set up a nest at the edge of a battle front near some sort of line of sight, favoring the direction my team is spawning from. This way they have a safe-ish area to retreat to when being dogged by targets and if the battle shifts in my way I am in prime position to start dropping enemies. If you find yourself chasing targets for more than 4-5 klicks and dogfighting on a regular basis, you should probably ask yourself why are flying a bomber as there are other ships better suited to those activities.
  6. They're great for Domination but I find that people just boost away from them in TDM, and seeing as how you can't alter your loadout depending on the game you get I stay away from interdiction. (I fly a legion exclusively)
  7. Judging by his radar it looks like they got the message and just spawned at the next ship over. Where is the problem here? If a team is out-classed, it will be defeated whether the fight is at a cap ship or in the field and with 3 places to spawn dying more than once to a camper should be infrequent.
  8. I am all for playing with friends, but I am going to say this is a bad idea. Four good pilots working together can already heavily weigh the game in their teams favor and can make some games very lopsided and boring. Six could potentially be beyond devastating. If it were possible to have cross server queues I would be completely for this, but having that large of a premade running on servers were participation is relatively low could be catastrophic to the new players who already think that they should perform well the first few times they play. To be honest, I am of the opinion that if you have 6-8 people who are truly enthusiastic about GSF it can be far more fun to queue two groups at the same time and potentially face each other in a wargame.
  9. I'd have to give up my blackbolt to do that, which would cost me too many style points.
  10. Laser Cannons, the range on LLC just feels too short.
  11. You faced Drakolich, Mperfect, and Keeneyes. 3 of the better imperial pilots on The Bastion. Add in Anastasie and you may not have even gotten those 2 kills.
  12. The Legion Primary - Laser Cannon. Though many go Heavy Laser Cannon due to the range and shield/armor penetraion Secondary - Seeker Mine. This is essentially a multi-directional missle that can be stacked up to 3 times. System - Missle Sentry Drone. Honestly all 3 are good for different reasons but the missle sentry often makes people blow their evasive maneuvers only to catch a seeker mine in the face afterwards Shield - Repair Drone. If you are flying a Legion this is nonnegotiable. Engine - Shield Power Converter. Interdiction Drive is just too lack luster. Its range, debuff, and cooldown are all subpar and it has no passive benefit. Armor - Defelction Armor. Many use Reinforced Armor for the large HP pool and the fact that many weapons have armor penetration. Though this may be the case, there are still a decent amount of weapons that do not have it. Magazine - Power Pool Extender. Really, this or Regeneration Extender work fine. As a bomber you should have absolutely no need for a larger magazine as both of your munitions are infinite. Reactor - Large Reactor. With Shield Power Converter on such a short CD I feel it covers what Regeneration Reactor does. Turbo, in my opinion, isn't all that helpful. Sensor - Dampening. The longer I am undetected, the better. 'Nuff said. Co-pilots - Any with Hydro-Spanner. Being a bomber is about staying alive as long as possible, and though some may laugh, hydro spanner has saved my bacon on more than several occasions. Hope this helps.
  13. From the studio that brought you , please enjoy some space pvp... .
  14. Two outcomes does NOT in any way shape or form mean something is 50/50. You can conceivably have 42 of the same outcome out of 50 if the test is performed enough, say 100,000 times or so. Also in this win/lose scenario, it is weighted to either side by variables such as gear, skills, latency, and probably a few others I cannot think of off of the top of my head. With solo ranked queues another factor you are not considering is your rating. Like most pvp games that use an Elo like system, you will lose the majority of your games until you reach your "point of equilibrium". What I mean by that is if you are a player with an 800 skill/performance rating, you will probably see a lot of losses until you reach that rating. Afterwards you will probably see a win/loss closer to 50%. Lastly I would just like to reiterate that you are the common factor in every single one of these losses you speak of and it can't be ruled out that you may be partially if not largely responsible for them.
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