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NeverEvar

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  • Posts

    87
  • Joined

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10 Good

Personal Information

  • Location
    Poland
  • Interests
    GSF, Guns, Sailing
  • Occupation
    CM
  1. Nice one A bit less action-packed, but I like the difference to but your has nice mood, and some nice gameplay features Well done!
  2. Not a nerf way I would pick, but..without discussion Agree
  3. Yeah, that's not that. Getting killed over 30 times (top seen atm was 31) Takes determination and focus. The working theory is, that one guy, hates GSF, and with childlike behavior tries to ruin games for others. Or farm rewards. Yet I do believe that first on is of the case since a lot of those alts are below even getting daily/weekly, or even taking an intro to GSF quest
  4. 28. example 1 https://imgur.com/a/E4bWe6K 0/0/28 0 dmg delat Edit, changed like to did provider
  5. Hey there, we are encountering a plague during the last two weeks or so, of a mass self destructor., or few. Just a while ago, there was 31(!) Self destruct number. Even if that person(s) was reported multiple times, we need CS assistance. Please post screenies of self-destructs here. Not address them in posts, since that's forbidden. We really need urgent assistance, since that person(s) can fly 30-40 matches in prime time.
  6. Considering that there are new things coming to GSF, and we often see how TDMs end fairly quickly, would you think that 70 kills 15 min game would not be a welcome addition? (assuming that filling 12v12 issue will get solved)
  7. In a perfect world, you would be right, but with 12 v 12 ATM the outcome is not determined by the better team, it is mostly determined by the number of newbies on one of the teams, and yes, I agree, that pre-patch, one man carries where not the best system, one man impact is diminished a bit too much. Actually, if 4 man groups are in disadvantage, 1 man cant pull meaningful impact, and mind, that I don't mean the situation when one player can change the outcome of win/lose. But making a match somewhat more equal
  8. I do agree with Red, I would also want to add, that 12 v12, fun as it is, negates not only impact one player can have on a game but also puts most matches into 'who can farm fresh pilots faster, and even if it is a valid tactic, and was used frequently by a lot of people, I could for sure say, that it makes first/fresh experience with GSF, even less likable then it was prior to the changes that were made. Etrii
  9. Quads and cluster pair nicely, BUT, you sacrifice and Armor penetration on any weapon, meaning that turrets and charged plating build will be a pain in the bottom. BLC is superior to LLC and to Rapids, but Rapids are...ATM in a better spot, but just don't work that well on T2 scout, cause of relatively long TTK. Most common pairings are Quads/Pods, BLC/Pods, BLC/Cluster. I would also note that at current meta, Quads on t2 scout are...underwhelming since the nerf. Also with super buffed shields for basically everything, 9/10 times experienced player will just tank them. Yet they are a still a viable threat to other scouts OFC situationally they could work. But truth to be told, without BLC, T2 scout is barely worth using, except VERY unique role of gunship hunting, and considering how peelable scouts are now...other ships are better GS counters, most of the time
  10. I always thought that strikes need a range buff, engine buff and access to other guns. Like HLC for T3, BLC for T1. Also i think that giving 25-35% armor pen to all of the guns would be a nice touch. Cause when you think about it, a LOSing Bomber around a SAT is pain the *** for a strike, since he can have only HLC as a weapon with armor pen, that is semi-workable vs a CP bomber. Also it would prevent such situations that a newbie is facing against a ship that he has no tools to deal with. Still, CP would provide decent defense. As for missiles, concs should have there lock on time reduced, to be more workable vs 2 m-break ships, same goes for every missile except spammable clusters . Range. Anyone who flown with range cap 6900 HLC, and was able to adapt to GUI range indicator bug, knows that it provides a nice punch. I would suggest: Rapid.LLC, Ion 4000>5000 min Quad/LC 5000>6000 HLC 6000>7000 This would allow to make them more as a mid range specialist, would help to deal with BLC scouts(a bit) and would allow to clear mines. Armor pen on non HLC guns would help with turrets as well. Also it would decresse GS "Safe range bubble) Engines, Pool + 20%, Regen + 20% This should help with getting into GS range(which now, the same range is smaller, thanks to guns) What we would get is still a versatile craft, But with that changes the it can pressure and win vs any other craft. More spammable missile, armor pen, better mobility. Vs GS with HLC and changed range of HLC in a chase vs a gunship it could bleed the GS out. Vs bombers, it would negate part of CP super around sat advantage Vs scouts, it would get engage range, and ability to keep up for a short time in a run And sure, GS would still have range advantage and ion would be a pain in the ***. Side bonus. (LC/Quad armor pen/range changes, buffs Quad/pod and t1 and t3 scouts. bringing T1 scout closer to meta. And making a Quad/pod t2 scout another meta option)
  11. Sorry, but you all are missing the point. There is a bug, that is well known, that sometimes the picked up powerup still is "seen" on your screen. But not on your map. The WO/Yellow, You were trying to pick up was just not there anymore. The bug is annoying, but with practice you just disregard it It`s a graphics glitch not buff pickup bug.
  12. Both F2P and Preferred have unlimited access to GSF(with a slight nerf with Requisition gain) The most active GSF servers are: Harbringer(us) The Red Eclipse and Pregonitor(EU) And yes, the grind at this point is not needed. But it`s also worth noticing that skill trumps upgrades in GSF. Also, it`s worth noticing that GSF community is amazingly friendly, on almost all server you have a GSF channal(/cjoin GSF where people help new pilots, by grouping with them or just introducing them to mode mechanics ) You can always get ton-s of tips and advices on GSF forums http://www.swtor.com/community/forumdisplay.php?f=419 Regards Etrii
  13. When you mention " regen shields and slightly repair" Did you mean quick charged shields? Cause they have lower base shield value, that most popular directional shields (40% is the difference i think) Which makes you more vulnerable to burst dmg. So it can quite often feel like you are one shooted.
  14. Despon, that is not entirely true. Full ion and full Slug is more the enough to "two shoot" a gunship(we are talking typical evasion build with 23% evasion(lightweight and disto) with +10% shield power pool defensive companion. Shields in that build is 1870 shield per arc, with 1250 hull points. Full ion leaves it with 20 shields, so you need to inflict 1270 more dmg. You can also argue, that you can two shoot with a slug, since its only 3120 points you have to beat and 2 full slugs are 3200. Regards Etrii
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