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How Ion railgun has condemned the Gunship

STAR WARS: The Old Republic > English > Galactic Starfighter
How Ion railgun has condemned the Gunship

MrWoolie's Avatar


MrWoolie
12.15.2013 , 10:51 PM | #1
[For those too lazy to read, I made a short summary at the end of this post.]

To start off I would like to say that despite all the other threads demanding nerfs and other bad things to the gunship in GSF, I believe that they are mostly fine as it is. However, in the past few days, more and more people have completed their ship's talent trees, and as stupid as it sounds to some of you, people have spent tens of thousands of coms and cartel coins to master their ion railguns, the supposedly worst of the 3. I'm here to to explain to you, why of all things, gunships are going to be nerfed because of their ion railguns.

I would like to first provide some background of myself. I fly mainly Strike Fighters, so GS one shotting people were never much of an issue for me, unless the lucky son of a hutt crits. Even then, I still accept it as part of the game as I only have to wait a couple of seconds to fly up and unload a couple of missiles into him. I do play scout and GS for their 2X bonus dailies.

The problem with gunships are not their "Overpowered" shields and utilities (rotational thrusters), but, their fully upgraded Ion railgun.

There are teams, mostly Imperials, who build their entire pre-made crew along this concept. I think Ion railgun provides them too much utilities, they need to be fixed before the same fate that happened to Operatives befalls Gunships as well. Ion Railgun can drain engine and weapons power that seems to work regardless the charge. Not only that, they can ether cut off regeneration completely for 6 seconds, or slow you by 30%. Ether one is a death sentence in a warzone as you cannot escape or fight back. If you try to retaliate with more people, Ion railgun chains, one mistake in the approach of your buddy means you and the other people near him gets the same punishment. These teams abuse these functions, and leaves the opposing side crippled, as they can't shoot or boost. Scouts and strikers wait near the GS for an easy kill, or the GS simply finishes them off with a slugger railgun. Often, I have found that the rest of the team but the Gunships on their own are awful pilots, they aren't used to their targets fighting back, their skill roofs are much lower then the average pub player in regular dogfighting. But the Gunships are another story, Ion Railgun makes them invincible.

If you do get the drop on the Gunship, and things get messy, he can simply pop you with a couple quick shots from their Ion Railgun. With no engine power, good luck catching up to that Gunship speeding away. And if you think you can eventually catch him, or that he can't run forever, no such luck, the Gunship can simply fly back to his capital ship while you are slowed or left without engine power. Laser cannons are out of the question now.

Which brings us to the core of the problem. Missiles won't work ether. Even if you get a lock on with a proton torpedo, did you know that Gunships are actually fast enough to out run it unless you lock on in 7500m>? Believe me, I tried. The only way to hit him at this range now is with the railgun. The only effective counter to their Ion railguns, is with railguns of our own. Which brings all the mechanics and rules of GSF crashing down.

Ion Railguns needs to be fixed, they shouldn't be able to drain power or slow you unless they are fully charged. I do not want go on GSF in the future, only to be forced into a GS role. For those who aren't having this kind of problem or don't agree? Great, I respect your opinion for now, but I think the ability to strip someone of their power and shields, is just too much. We will see how this plays out in the future as more people finish their trees. If Gunships do end up ruining GSF, they will no doubt get the Anti-matter powered Jackhammer of Nerf the devs are just aching to use.

[Currently people are bypassing natural progression with cartel coins, many have maxed talent trees. The focus of this thread is that a maxed Ion Railgun is too powerful. They can drain you of your engine, blaster and shield power in one shot, which chains to your nearby comrades. If you try to chase them, they can simply land some quick shots, taking away your power regeneration for 6s or slow you by 30%, ether one also leaving you with no booster. Allowing them to fly back to their spawn point. GS can out fly proton torpedoes, so the only effective countermeasures it to use railguns as well, which Kills the purpose of GSF. Ion rail guns needs a nerf, or at least require a full charge to apply the debuffs.]

DarthVindictus's Avatar


DarthVindictus
12.15.2013 , 11:09 PM | #2
The amount of disabling done by the ion railgun needs to be scaled based on how charged it is. A full charge should do the disabling, but a simple push and release pulse shouldn't do as much locking down as it currently can. To me those talents seem to have been designed around a fully charged shot, where they'd be fair. To disable that much even without charging is admittedly broken.

Verain's Avatar


Verain
12.16.2013 , 12:10 AM | #3
Quote: Originally Posted by DarthVindictus View Post
The amount of disabling done by the ion railgun needs to be scaled based on how charged it is. A full charge should do the disabling, but a simple push and release pulse shouldn't do as much locking down as it currently can. To me those talents seem to have been designed around a fully charged shot, where they'd be fair. To disable that much even without charging is admittedly broken.

Exactly this.

Itkovian's Avatar


Itkovian
12.16.2013 , 07:16 AM | #4
Quote: Originally Posted by MrWoolie View Post
[Currently people are bypassing natural progression with cartel coins, many have maxed talent trees. The focus of this thread is that a maxed Ion Railgun is too powerful. They can drain you of your engine, blaster and shield power in one shot, which chains to your nearby comrades. If you try to chase them, they can simply land some quick shots, taking away your power regeneration for 6s or slow you by 30%, ether one also leaving you with no booster. Allowing them to fly back to their spawn point. GS can out fly proton torpedoes, so the only effective countermeasures it to use railguns as well, which Kills the purpose of GSF. Ion rail guns needs a nerf, or at least require a full charge to apply the debuffs.]
Agreed, and also agree with the suggestion later in the thread to have full effect only take place on a fully charged shot. And in particular, the 6 seconds without regen is particularly nasty and may need to be looked at.

The whole redeeming factor of gunships is that a skilled player should still be able to react to the attack and get out of the way (or even engage the gunship). Any alternate weapon which leaves the target at the gunship's mercy (and if you're drained of engine energy and cannot regen it for 6 seconds, that is exactly the case) is bound to make gunships even more frustrating than they already are for most players, which I imagine is undesirable.

Necriol's Avatar


Necriol
12.16.2013 , 07:37 AM | #5
As a gunship pilot, I would have to say that the ion railgun's engine disabling abilities do border on gamebreaking with their current implementation, it's just hard to see how the ion railgun could be altered to make it as desirable to use as the others, since without the engine disabling ability, it's an underwhelming weapon.

MrWoolie's Avatar


MrWoolie
12.16.2013 , 08:27 AM | #6
Quote: Originally Posted by Necriol View Post
As a gunship pilot, I would have to say that the ion railgun's engine disabling abilities do border on gamebreaking with their current implementation, it's just hard to see how the ion railgun could be altered to make it as desirable to use as the others, since without the engine disabling ability, it's an underwhelming weapon.
I am more of less inclined to agree with you. The problem with ion railgun is that a slugger does so much damage that it stripts the shield away anyways. Ion rail gun would be useless if its only use is against shields. However we are trying to suggest that the debuff and chaining should only work if they took the time to fully charge it. Currently leaving the victim with no power and regeneration in less than 2 seconds is too overpowered.

Brilo's Avatar


Brilo
12.16.2013 , 08:32 AM | #7
Funny, it sounds like people would rather be dead in one shot than disabled. Both sound pretty game breaking to me.

Cashal's Avatar


Cashal
12.16.2013 , 08:51 AM | #8
I agree with the "Fully Charged" disabling effect, I've recently seen a influx of Ion Cannon GS within the past few days (Ebon Hawk). We have 2-3 GS camping in the background with a swarm of fighters. They disable us for the fighters to kill.

The fact they only need a quick shot to get the full effects is something that needs to be addressed.
Knickers - Ebon Hawk

MrWoolie's Avatar


MrWoolie
12.16.2013 , 08:56 AM | #9
Quote: Originally Posted by Brilo View Post
Funny, it sounds like people would rather be dead in one shot than disabled. Both sound pretty game breaking to me.
Because it takes a fully charged shot to get instantly vaporized. Being disabled takes less than a second, and more importantly, you can't fight back.

Itkovian's Avatar


Itkovian
12.16.2013 , 09:13 AM | #10
Quote: Originally Posted by Necriol View Post
As a gunship pilot, I would have to say that the ion railgun's engine disabling abilities do border on gamebreaking with their current implementation, it's just hard to see how the ion railgun could be altered to make it as desirable to use as the others, since without the engine disabling ability, it's an underwhelming weapon.
My theory concerning ion weapons, broken energy draining ability notwithstanding, is that they will become far more useful when bombers come into play. Those ships had MASSIVE shields, and having ion weapon that can quickly drain shields will definitely become very useful then.