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GSF Noob with questions


SirSid

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So im new to SWTOR and enjoying it alot . However i REALLY enjoy GSF i find it to be the perfect mix of arcade and sim star wars flight sim . It's not perfect sure but i love it . Reminds me of a cross between war thunder and the old x-wing / tie fighter series .

 

I just mastered my first ship ( the flash fire ) and loving it but now that i have a mastered ship some questions have come up in regards to scoring and medals . How much CXP do you earn from medals ? and is thier a cap ? iv seen anyywhare from the + 5500 to as low as 2200 is the reward based soley on medals or are thier other factors ? and one time i think i even seen over 12k with a CXP bosster but i could be mistaken

 

Is thier a way to make missiles lock on without having to hold the botton and relese eg. push a botton and the missile trys to lock and and when it gets it's lock it fires. I play with a fair bit of lag so sometimes missiles just sort of don't work correctly for me , perhaps im missing something ?

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So im new to SWTOR and enjoying it alot . However i REALLY enjoy GSF i find it to be the perfect mix of arcade and sim star wars flight sim . It's not perfect sure but i love it . Reminds me of a cross between war thunder and the old x-wing / tie fighter series .

I think the flight engine mechanics themselves are based off Freelancer which was a space sim from Microsoft but that may just be an urban legend.

 

I just mastered my first ship ( the flash fire ) and loving it but now that i have a mastered ship some questions have come up in regards to scoring and medals . How much CXP do you earn from medals ? and is thier a cap ? iv seen anyywhare from the + 5500 to as low as 2200 is the reward based soley on medals or are thier other factors ? and one time i think i even seen over 12k with a CXP bosster but i could be mistaken

 

With all the legacy perks (I'm talking the six character ones as well as the global one for having one toon at CR 300), GSF bonus day, your same force alignment in a victory state, and a cartel boost, you can get 19k from completing the weekly. A match win, under those conditions, can easily get you over 9k. If you are opposite Force alignment of the victory state side, don't have any of the legacy perks, its not the bonus day for GSF, and you lose, it might be as bad as 2k. Its definitely better the more medals you earn, but I've been backfilled into matches and only had 0-1 medals and still gotten 2k CXP from the loss, with all the perks and a cartel boost, so there is definitely a baseline amount of CXP earned just for being in the match. I don't ever recall seeing anything from the developers regarding a cap on CXP earned per match and practically speaking I doubt it exists.

 

Is thier a way to make missiles lock on without having to hold the botton and relese eg. push a botton and the missile trys to lock and and when it gets it's lock it fires. I play with a fair bit of lag so sometimes missiles just sort of don't work correctly for me , perhaps im missing something ?

 

Nope. You have to hold down the right mouse button (or whatever you desire to change the keybind to) until the lock is complete. Enemies can certainly break your lock by line of sighting you, which if your connection is laggy may not register on your screen exactly when you think. However, the one time an enemy can evade your lock without you necessarily understanding why is if they have Distortion Field mastered. You won't get any feedback like an on screen message as to why your lock is broken, but you can look for the appearance of the distortion field icon under their ship in the target information UI.

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I just mastered my first ship ( the flash fire ) and loving it but now that i have a mastered ship some questions have come up in regards to scoring and medals . How much CXP do you earn from medals ? and is thier a cap ? iv seen anyywhare from the + 5500 to as low as 2200 is the reward based soley on medals or are thier other factors ? and one time i think i even seen over 12k with a CXP bosster but i could be mistaken

As it so happens, I made a

. There's lots of other stuff at GSF School you might find useful, too!

 

Is thier a way to make missiles lock on without having to hold the botton and relese eg. push a botton and the missile trys to lock and and when it gets it's lock it fires. I play with a fair bit of lag so sometimes missiles just sort of don't work correctly for me , perhaps im missing something ?

There's no alternate method for locking missiles, but what you are seeing may be players using abilities that break missile locks. There are quite a few of these, which can be used either during the lock process or once the missile is in flight. Some of them are not immediately obvious to the launching player unless you keep an eye on your target's buffs (little icons under their picture in your targeting window). Additionally, it is common to lose a lock if someone is near the edge of your secondary firing arc. Try to keep the target centered while locking!

 

- Despon

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There's no alternate method for locking missiles, but what you are seeing may be players using abilities that break missile locks. There are quite a few of these, which can be used either during the lock process or once the missile is in flight.

 

Besides d-field, like what, tier 5 EMP field on the scouts? That's the only other one I can think of, besides engine maneuvers, where there is a lot more visual feedback on the screen in addition to the buff in the target info UI.

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Probley a touch of lag and well timed missile breaks are what im seeing i bet

I actualy did watch your vidios all of witch are usefull and well done and thank you. However it did not clear up my question about the CXP scoring . the vid says your caped at 8 medeals for cxp however it says it's 70 for a win per medal . thats 560 CXP and im getting 4000 more than that consitantly , also i notice alot more CXP when i get over 10 medels then if i get 8 so i must be still missing something.

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I played a **** load of freelancer , and yha i see the similaritys. Diffrent game IMO by alot thought to .

 

It's kind of funny that this GSF has beenhear all this time and iv not known about it i would of subed to this game just for this had i been aware of it .

 

Games like freelancer , tie fighter , wing commander , decent have always been amoung my top favorits of all time , hell i own a thrustmaster warthog for cryijng out loud lol , but latley i have been enjoying some other modern flight sims and flight action games and the whole time thinking " man sure would be cool to have a modern version of x-wing vs tie fighter id play that " and hear it is hidding in a MMO im lucky i found it .

 

Id love to see more game modes , how easy would it be to make 1 team escort a ship around obcetivs on the map while another team trys to stop them ? or have 2 teams WITH capital sips that have to be destroyed . But my favorit fantasy is if they had 1 player per side in a cap ( star destroyer vs mon calamari ) like in star conflic that would be *********** epic

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Probley a touch of lag and well timed missile breaks are what im seeing i bet

I actualy did watch your vidios all of witch are usefull and well done and thank you. However it did not clear up my question about the CXP scoring . the vid says your caped at 8 medeals for cxp however it says it's 70 for a win per medal . thats 560 CXP and im getting 4000 more than that consitantly , also i notice alot more CXP when i get over 10 medels then if i get 8 so i must be still missing something.

 

You get CXP for medals in GSF, but not just for medals.

 

So you do something, say get an assist. For getting the assist you get a bit of CXP. Get 12 assists and you get 70 bonus CXP for a Wingman medal. You still get CXP for the activity though, so the 13th assist still nets the regular amount of CXP for an assist. However, if that Wingman was you 8th medal, and then you kill your 6th turret of the game and get a Siege medal, while you would get the regular CXP for killing the turret, you get 0 bonus CXP for the medal because you already have 8 medals.

 

Make sense?

 

Flying well gets you CXP. Getting medals gets you bonus CXP for each medal up to 8. Get more medals than that and you don't get any more medal bonuses, but you still keep earning CXP for flying well.

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Ahh that makes sence i get it now thank you . So is thier anyplace that has a list of the rewards and values ? i can't seem to find any good sorce of stat information for this game like how much dose angular volosity matter ect.
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I don't know of an official source, maybe Ramalina or Despon do, but I do know that between unassembled components and CXP, GSF is the best bang for the buck for Galactic Command. I use it as the primary gearing route for the majority of my toons at this point, since I'm apprehensive about doing ground pvp until I have more 242+ pieces and I just don't have the time to commit to a progression team to get the unassembled tokens outright.
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like how much dose angular volosity matter ect.

 


  • If by angular velocity, you mean the vector of velocity broken into component dimensional vectors, then that is more or less represented by turning radius in this game. You ship will always move in a pitching up/down in the vertical plane faster than a left to right yaw in the horizontal plane. Sometimes it is faster to bank left or right by rolling first and then pitching up or down, than it is to yaw left or right. Many flight simulators mimic this behavior, especially real-life aircraft simulators since most real world aircraft lack the ability to yaw directly. All ships can also strafe, which is a direct maneuver to the right or left in the horizontal plane as opposed to yawing, although some ships can do this faster than others (for example, gunships.) Pitch and yaw speeds are all indicated in your ships stats if you click on the launch tab in the hangar interface and scroll down under engines. I actually don't know if Strafe speed is indicated anywhere for certain, since it doesn't appear on that screen.
     
    Additionally, your turning speed is affected by the power setting to your engines, and your current throttle. Turning radius is tightest when you are in F4 balanced power to weapons/shields/engines. Power to engines increases your forward velocity, but having full power to engines means your ship will have too much of a forward vector to make a tight turn, and conversely when power is to weapons or shields, the forward velocity is too slow. If you recall or played SWG's Jump to lightspeed content, you might remember that each ship had a sweet spot of throttle that it turned the fastest at. For GSF ships, this is always at 1/3rd throttle, which you can do by holding down the S key (by default).
     
    So, to make the quickest possible maneuvers, you need to coordinate both rolling and pitching, throttling back, and adjusting power to engines. Certainly, the more you can keep your target in the center of your targeting display via maneuvering, the easier it will be to hit with blasters and maintain a lock with secondaries. This is because of ...


  • If by angular velocity, you really mean how far off your targeting reticle is, and therefore the center of your shots, relative to the direction your ship is moving, then that is represented in game by the Tracking Penalty. You can find the tracking penalty in the detailed tooltips for your primary blasters, but they are also listed in the
GSF build calculator on Dulfy's site, which isn't up to date but is correct enough for comparison purposes. For every degree off center, you suffer a decrease to your weapon's accuracy stat, so that shots at targets far off center but still within your firing arc are less likely to hit than those closer to the center of your firing arc. This is important because all ships have an evasion stat, which is the chance that they cause you to miss your shot. Its just like accuracy and defense rating for the ground game.

 

 

Does this answer your question?

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  • If by angular velocity, you mean the vector of velocity broken into component dimensional vectors, then that is more or less represented by turning radius in this game. You ship will always move in a pitching up/down in the vertical plane faster than a left to right yaw in the horizontal plane. Sometimes it is faster to bank left or right by rolling first and then pitching up or down, than it is to yaw left or right. Many flight simulators mimic this behavior, especially real-life aircraft simulators since most real world aircraft lack the ability to yaw directly. All ships can also strafe, which is a direct maneuver to the right or left in the horizontal plane as opposed to yawing, although some ships can do this faster than others (for example, gunships.) Pitch and yaw speeds are all indicated in your ships stats if you click on the launch tab in the hangar interface and scroll down under engines. I actually don't know if Strafe speed is indicated anywhere for certain, since it doesn't appear on that screen.
     
    Additionally, your turning speed is affected by the power setting to your engines, and your current throttle. Turning radius is tightest when you are in F4 balanced power to weapons/shields/engines. Power to engines increases your forward velocity, but having full power to engines means your ship will have too much of a forward vector to make a tight turn, and conversely when power is to weapons or shields, the forward velocity is too slow. If you recall or played SWG's Jump to lightspeed content, you might remember that each ship had a sweet spot of throttle that it turned the fastest at. For GSF ships, this is always at 1/3rd throttle, which you can do by holding down the S key (by default).
     
    So, to make the quickest possible maneuvers, you need to coordinate both rolling and pitching, throttling back, and adjusting power to engines. Certainly, the more you can keep your target in the center of your targeting display via maneuvering, the easier it will be to hit with blasters and maintain a lock with secondaries. This is because of ...


  • If by angular velocity, you really mean how far off your targeting reticle is, and therefore the center of your shots, relative to the direction your ship is moving, then that is represented in game by the Tracking Penalty. You can find the tracking penalty in the detailed tooltips for your primary blasters, but they are also listed in the
GSF build calculator on Dulfy's site, which isn't up to date but is correct enough for comparison purposes. For every degree off center, you suffer a decrease to your weapon's accuracy stat, so that shots at targets far off center but still within your firing arc are less likely to hit than those closer to the center of your firing arc. This is important because all ships have an evasion stat, which is the chance that they cause you to miss your shot. Its just like accuracy and defense rating for the ground game.

 

 

Does this answer your question?

 

yha that bit at the end dose answer's it thank you very much . Also all that extra info is good stuff to i did not know that neutral power incressed turning rate thats good to know i was switching to engiens for tighter turns.

 

Thank you for the info all you guys who replyed to my post rock thank you very much . :)

 

P.S. more info keep it comeing

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