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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

Yorumi's Avatar


Yorumi
12.16.2013 , 12:28 PM | #31
Quote: Originally Posted by Itkovian View Post
Personally I'd like some sort of warning whenever an enemy gunship charges up a railgun while in sensor range, but nemarus posted an excellent list of suggestions already.
I wouldn't be opposed to to something like that. However there is something to be said about situational awareness. Far too many people just simply lock on to the closest fighter and chase it forever. A lot of times even with dampening sensor and communication range is so large that gunships are visible. If people just checked the map for red dots in weird locations, or scanned above and below the map for that nice red box they'd be amazed how often they'd find gunships before they have been marked as a target. Even with maxed dampening there still should be some scout in sensor range of it if the gunship is actively trying to target someone.

I just really think that so much of the problem is a result of players just flat out ignoring gunships and then complaining that those same gunships keep racking up kills.

Brewski's Avatar


Brewski
12.16.2013 , 12:31 PM | #32
Quote: Originally Posted by Itkovian View Post
But my point is that this concept still leaves those who are NOT actively hunting gunships at their mercy, and that's a balance issue.

People SHOULD be able to react and avoid dying after taking that first hit, which they realistically cannot avoid if they're busy doing anything other than looking for gunships and making sure not one is pointed their way. This is why one-shots and the Ion Railgun need fixing: because they make it potentially impossible to react to the "sneak attack", which is about as frustrating as it gets.

Personally I'd like some sort of warning whenever an enemy gunship charges up a railgun while in sensor range, but nemarus posted an excellent list of suggestions already.
Maybe I'm in the minority on this, but I actually like the fact that you have to have a team strategy in order to counter the other team, and that it has to adapt over time both in the match and between matches as people get better.

If I have a build set up for hunting gunships, and that's what I spend my time doing, I don't spend a lot of time on objectives. However, by preventing gunships from taking hold, I enable my team to take and keep objectives, which amounts to the same thing. The existence of the gunship made the creation of an effective counter, i.e. the gunship hunting scout, necessary. More recently I've noticed that the existence of gunship hunting scouts like me has drawn the attention of scout hunting strike fighters and scouts. Once more, the playerbase is adapting. If you want your snipers to be effective, kill the people hunting them.

As they get more effective at hunting me, we'll see even more adaptation. For example, I recently switched to retro thrusters to see if I can use them to get behind the buggers that get behind me while I'm trying to kill their gunship.

My point is, yes there are minor tweaks that need to be made, but people are way overblowing it instead of looking for solutions with the tools they have. You can kill balance by over-nerifing just as easily as by refusing to make changes at all. People are far too reactionary and quick to bring our the nerf argument. The devs need to move slow and in small steps, as the game is not broken, it's just slightly cracked around the edges.

Phantasym's Avatar


Phantasym
12.16.2013 , 12:33 PM | #33
Quote: Originally Posted by Grayseven View Post
Sorry, but the one-shot of some GS's does NOT require a long cooldown or, apparently, a crit. While boosting at a GS attacking a defended objective single handed I watched him kill 3 players defending the node in the time it took me to close the final 17k, and the only reason I could see him is someone dropped a sensor probe nearby.
Most likely what you saw was 3 kill shots and not 1 shots, If all 3 ships had some hull damage already then it would seem like the gunship one shot them. I doubt you were able to tell how damaged your friends were since there is no good way to target them. Also as someone else pointed out it does not take long enough to close 17km in a boosted scout with priority to the engines, not long enough to charge up 3 full strength rail shots.

The snap shot ion blast or plasma giving a debuff is a problem though.