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What components you would deem useless?


Devrius

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So I'm trying to coerce, I mean gently encourage, a few guildies into playing GSF and while I can tell them what to work on, how mechanics works and so on.

 

I have no idea why some components are inherently bad, for example I know why rapids are avoided, same with quick charge shields but have no idea why power dive is never used.

 

I have not seen proton builds, but I don't know why either.

 

Could the community help me out by listing which components are to be avoided and why?

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Actually I use Quick charge shields on quite a few ships. They can be very good for Strike fighters, and if your not a fan of Evasion for your playstyle, they can be just as good on a T2 scout.

 

I find that running around with 70% shields is detrimental to my health in a game where most of damage (and deaths) is done in bursts.

 

I mean directional shields on idle will have you flying with 100% shields (already safer then using quick charge), and if used correctly gives you double shields.

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RFLs are bad, as you know. Most other lasers are viable. LLCs are kind of wimpy until upgraded, and the ships that get them also generally get BLCs, which tend to be better, but that doesn't mean LLCs aren't viable.

 

Quick-charge shields aren't entirely terrible. Taking them means you're giving up a fair amount of bulk, sure, but the surprise bonus is the amount of engine regen you get instead. It's really rather nice, especially fully upgraded.

 

Distortion Field is hard to use as a beginner because it requires predicting instead of reacting, so you might want to tell your friends to avoid it for now.

 

Charged Plating is kind of a trap because there's so many weapons that ignore damage reduction (and again, it requires prediction instead of reaction). Would avoid.

 

Protons are hard to get a lock with and are easily flummoxed by any form of cover, so again, would avoid.

 

EMP missiles tend to make you a sitting duck while you lock on to a mine/drone/turret, and when used against bombers are again are weak against any form of cover (you have less of a lock-on time, but it's more important to get the lock quickly, so it's a net negative).

 

For gunship shields: Fortress shield actually makes it easier for someone to kill you because it requires you to not move. Would not recommend. Feedback shield doesn't actually shield you in any way, and is generally a poor component. Would not recommend.

 

Plasma railgun is basically a bad version of slug railgun. There's really no reason to use it (and no reason to fly the cometbreaker/dustmaker, either).

 

When it comes to minor components and crew member passives, increased engine and blaster pool size is almost always inferior to increased regeneration. I can't really think of any situations where it wouldn't be.

 

There's some superior choices for mines (seismics > seeker, interdiction > concussion/ion), but all mines are powerful. As long as you don't trade one for a missile, you should be ok. Likewise, while the railgun sentry is (in my experience) generally more threatening than the other drones, it's not like the other drones are unviable.

 

I think that's about it, though I'm sure someone will chime in if I've missed something.

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I find that running around with 70% shields is detrimental to my health in a game where most of damage (and deaths) is done in bursts.

 

I mean directional shields on idle will have you flying with 100% shields (already safer then using quick charge), and if used correctly gives you double shields.

 

The problem with Directional I find is that when you go to balance them out you leave yourself open on one side at times making it a very easy kill for your opponent. I used to use them, I've since changed. Plus the boost to engine power regen is a really nice thing to have. especially in TDM, when you may need to chase (or being chased) non stop.

Edited by Toraak
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The problem with Directional I find is that when you go to balance them out you leave yourself open on one side at times making it a very easy kill for your opponent. I used to use them, I've since changed. Plus the boost to engine power regen is a really nice thing to have. especially in TDM, when you may need to chase (or being chased) non stop.

 

I did have a lot of issues with that at first, can't count the number of times I flew into a GS with half shield in forward shields...

 

But now, with Running Interference it's pretty fun to go head to head with a GS and watch my HLs melt them.

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Thermites and charged plating are the only components I wouldn't suggest but you can almost make a case for charged plating with the right build and opponents that don't take damage piercing weapons. Alas BLCs don't really allow for my dream charged plated pike.
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The problem with Directional I find is that when you go to balance them out you leave yourself open on one side at times making it a very easy kill for your opponent. I used to use them, I've since changed. Plus the boost to engine power regen is a really nice thing to have. especially in TDM, when you may need to chase (or being chased) non stop.

 

I find quick charge and directional equally useful. Depends on your other components and how you want to fly really. Directional shields get 2500 per arc with large reactor. Once concentrated to the front or back that's a whole lot of shield. It does take understanding of the game and some heads up shield management to use them well but when done properly you can joust 2 ships at a time for a couple of passes.

 

Quick charge shields just mean you need to be more mobile and you really shouldn't ever be doing any true head on jousting. Thankfully you've got the added thrusters so you can almost boost as long as a scout built for endurance when set up properly.

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RFLs are bad, as you know. Most other lasers are viable. LLCs are kind of wimpy until upgraded, and the ships that get them also generally get BLCs, which tend to be better, but that doesn't mean LLCs aren't viable.

 

Quick-charge shields aren't entirely terrible. Taking them means you're giving up a fair amount of bulk, sure, but the surprise bonus is the amount of engine regen you get instead. It's really rather nice, especially fully upgraded.

 

Distortion Field is hard to use as a beginner because it requires predicting instead of reacting, so you might want to tell your friends to avoid it for now.

 

Charged Plating is kind of a trap because there's so many weapons that ignore damage reduction (and again, it requires prediction instead of reaction). Would avoid.

 

Protons are hard to get a lock with and are easily flummoxed by any form of cover, so again, would avoid.

 

EMP missiles tend to make you a sitting duck while you lock on to a mine/drone/turret, and when used against bombers are again are weak against any form of cover (you have less of a lock-on time, but it's more important to get the lock quickly, so it's a net negative).

 

For gunship shields: Fortress shield actually makes it easier for someone to kill you because it requires you to not move. Would not recommend. Feedback shield doesn't actually shield you in any way, and is generally a poor component. Would not recommend.

 

Plasma railgun is basically a bad version of slug railgun. There's really no reason to use it (and no reason to fly the cometbreaker/dustmaker, either).

 

When it comes to minor components and crew member passives, increased engine and blaster pool size is almost always inferior to increased regeneration. I can't really think of any situations where it wouldn't be.

 

There's some superior choices for mines (seismics > seeker, interdiction > concussion/ion), but all mines are powerful. As long as you don't trade one for a missile, you should be ok. Likewise, while the railgun sentry is (in my experience) generally more threatening than the other drones, it's not like the other drones are unviable.

 

I think that's about it, though I'm sure someone will chime in if I've missed something.

 

While I do respect the amount of experience you have, I do believe you are a primary(you most comfortable class) scout pilot. If this is true I can defiantly understand your opinions you gave, however I am a Primary Strike Fighter Pilot and have much different views.

 

RFL: The only high Rate of Fire(RoF) weapon on T1 Strike, it still gets the job done. I agree that other weapons with similar RoF are a more lucrative choice.

 

LLC: I actually love these especially with Frequency Capacitor, that is the build on my Quell. I also use them on my T1 GS and not BLC, I prefer the extra range probably because I'm a more natural Striker pilot.

 

Quick charge shields: I mostly agree with you, they are a viable option. My advice to anyone is simply experiment for the right component for you, there is no right answer. Though I will agreethere are some wrong answers for Novice players but Quick charge is not one of them.

 

Distortion Field: Same agree, Missile break FTW especially if you put rotation engines on T1 GS.

 

Charged Plating: I use it on my Mine layers, I also have a CM T1 Stike with an experimental build that uses plating but haven't actually tried using it yet. Problem with CM ships is no mastery achievement so I'm grinding other classes instead and am still upgrading the CM off of dailes/weeklies.

 

Proton Torpedoes: This is where you will meet the most difference between a Strike pilot and a Scout pilot. I LOVE Proton Torpedoes, in fact every ship(I have all 8) save my T1 strike has them equipped given the option. Protons are unique, all other missile types see diminishing enhancement after 14% reduced lock time. What I mean is that !4% reduced lock is the biggest gameplay effecting upgrade on all missiles for the most part. Protorps massively change when they get 100% speed boost and the range increase is really nice too. The effectiveness of fully upgraded Protorps leads into......

 

T2 GS: I know this is out of order but it connects to protorps. Again I feel this is a striker pilots ship, it's really the love child between a strike fighter and a GS. I like it, I find it to be the superior choice in domination. Also if GS ever get a nerf it will likely be to their power pool most likely increased energy cost to rail guns. Well Protorps don't use power pool so T2 GS will fare well in such a nerf if it happens. Otherwise I actually use Slug + Plasma on my T1 GS but could port this build over to my T2 as well, I just love protorps too much. My T2 is Slug + Proton with HLC.

 

EMP missile, inferior choice to Proton + Cluster build on the T2 Strike. Therefore I have yet to try them so no opinion other then the relative inferiority to other build choices. I will be putting them on my T3 Strike next week however.

 

GS shields: I agree with your words.

 

Plasma Railgun: As I said before I use them, The debuff nice. But they are defiantly a specialist weapon and Slug > Plasma no argument. It's really a question of Plasma v Ion, I've heard said "if you don't have Ion you are useless in a GS" but I believe this statement wrong. What I do have to say for PRG is it cost req to buy and Ion is good too so stay with Ion and spend it elsewhere. It is not useless however.

 

I don't have much to say to the rest of your post other then.

 

Seismic > Seeker = False See: 3xSeeker deployable

 

But you missed one crucial Useless weapon, Ion Missile. What a hunk of junk those are, they are completely inferior to Concussion Missiles. The only way they become useable IMO is change them to Cluster range and lock time and perhaps nerf their damage to like 500 but leave all other effects the same OR extend their range to base Proton torp range and shrink their reticle but leave them at Concussion Missile lock on time. Actually I'm going to start a thread on this.

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I agree with señor sim. Protorps are an excellent weapon that get plenty of kills. I only use them on my pike but it is one of my favorite builds because of the protorps. The claim that they are too hard to land is just flat wrong.
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