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2.6 Galactic Starfighter updates

STAR WARS: The Old Republic > English > Galactic Starfighter
2.6 Galactic Starfighter updates

Armonddd's Avatar


Armonddd
01.23.2014 , 08:22 PM | #21
Quote: Originally Posted by tunewalker View Post
Edit: I like the idea of build wars it means no build will be cookie cutter any more. The more rare components that have only rare uses should become more and more common while common builds still stay relevant and i think thats great.
Having played Build Wars for a year, it's not like you think. There are still cookie cutter builds - in fact, there's more of them: one for each gimmicky loadout the playerbase can dream up. If you're not playing the most optimized version of one of these gimmicks, you're probably losing. You can't afford to run niche components/skills because you can't afford to run a skill that's strong against one of the ten possible compositions you'll be facing and useless (thus a liability because opportunity cost) against the other nine. And there's nothing more frustrating than loading into a match just to see that your team as a whole doesn't have a counter for what the other team is running, which means you need to wait through at least ten minutes of deaths and pointless fighting before the game realizes that the match is officially over, even though you lost back when you loaded in.

Of course, this game doesn't have thirteen hundred skills to choose from as Guild Wars did, which means there aren't literally a thousand skills that are never worth taking. You also get to bring five ships with you to a fight, but the game is a long way from that being a solution to build warsing - players are having trouble mastering one ship, much less building five for specific uses against the current meta. And new players will continue to have this problem until requisition gain is multiplied tenfold.
Space Ace of <Death Squadron>, <Black Squadron>, <Eclipse Squadron>, and <solo da>

Gavin_Kelvar's Avatar


Gavin_Kelvar
01.23.2014 , 10:57 PM | #22
Quote: Originally Posted by Armonddd View Post
Please no buffs to railguns ever. On the other hand, I agree that putting this functionality into existing non-railgun ion weapons would be a more elegant move.
Fair enough and I certainly respect not wanting ion railguns to have a buff. Still I'd rather see the existing and much hated ion railgun remain the only AOE CC by adjusting it so it disables mines/drones too than have more AOE CCs added (operating on the theory that AOE CCs will just make GSF progressively less fun as more are added).

tunewalker's Avatar


tunewalker
01.23.2014 , 11:54 PM | #23
Another Change many have probably not noticed, but a fully upgraded Charged Plating now only has 20% bleed through instead of 40% meaning Charge Plating is also likely to be more useful then it has been in the past. Especially since i dont think mines have armor piercing, and Shield Penetration is becoming much weaker across the board.

Gavin_Kelvar's Avatar


Gavin_Kelvar
01.24.2014 , 12:05 AM | #24
Quote: Originally Posted by tunewalker View Post
Another Change many have probably not noticed, but a fully upgraded Charged Plating now only has 20% bleed through instead of 40% meaning Charge Plating is also likely to be more useful then it has been in the past. Especially since i dont think mines have armor piercing, and Shield Penetration is becoming much weaker across the board.
Oh wow I was actually thinking such a buff would be a good thing, if this makes it to live I might try charged plating again.

That being said I still think they need to give both striker types access to the armor and reactor components so both striker types can equally benefit from charged plating.

tunewalker's Avatar


tunewalker
01.24.2014 , 12:06 AM | #25
Quote: Originally Posted by Gavin_Kelvar View Post
Oh wow I was actually thinking such a buff would be a good thing, if this makes it to live I might try charged plating again.

That being said I still think they need to give both striker types access to the armor and reactor components so both striker types can equally benefit from charged plating.
Or other shield ones. for the Pike since it would definately benifit from having a reactor for Directional or Quick charge shields.


And in addition to the overall nerf to Shield pen (heavily on bypass) means that little bleed through should be MUCH less painful also with the addition to Repair probes from bombers. all of this is adding to to bringing Charge plating in line with other shields.

Verain's Avatar


Verain
01.24.2014 , 12:22 AM | #26
Charged Plating will be worthless as long as burst laser cannon entirely ignores armor. Maybe even as long as slug does.

The issue is, a game without the armor pen feature absolutely unkillable charged plating strike fighters. It's over 90% DR for over 2/3rds of the time, and it's totally possible to dodge the remaining time.

Armonddd's Avatar


Armonddd
01.24.2014 , 07:03 AM | #27
Quote: Originally Posted by Gavin_Kelvar View Post
Fair enough and I certainly respect not wanting ion railguns to have a buff. Still I'd rather see the existing and much hated ion railgun remain the only AOE CC by adjusting it so it disables mines/drones too than have more AOE CCs added (operating on the theory that AOE CCs will just make GSF progressively less fun as more are added).
I'd rather all CC were removed, especially this horrendous AOE CC, and railguns as a whole fixed. But I guess that's possibly more idealism than realism.

Quote: Originally Posted by Verain View Post
Charged Plating will be worthless as long as burst laser cannon entirely ignores armor. Maybe even as long as slug does.

The issue is, a game without the armor pen feature absolutely unkillable charged plating strike fighters. It's over 90% DR for over 2/3rds of the time, and it's totally possible to dodge the remaining time.
Slug is a bigger threat to charged plating because you can't predict it and thus can't have your cooldown up. Also, charged plating is just another example of why there should be grades of armor penetration, not just 100% or 0%.
Space Ace of <Death Squadron>, <Black Squadron>, <Eclipse Squadron>, and <solo da>

DarthVindictus's Avatar


DarthVindictus
01.24.2014 , 03:17 PM | #28
Quote: Originally Posted by Armonddd View Post
EMP missile will have the same main problem as ion railgun: it's not fun to play against. Fortunately, because it's a missile, it's fifty times harder to land one than it is the ion railgun... oh, wait, people are already encouraged to throw these at drones and mines. Well, alright then.

Minimum charge on railguns solves nothing, even if that minimum is 100%. Love taps might be gone, but banning a target from the game from outside of LoS is just unfair. Also, how does this interact with the current mechanic of a railgun firing when you run out of energy? Are love taps going to return in the form of intentionally draining your own weapon power so the game spams your shots for you? And, of course, there's half a dozen other problems with railguns that this doesn't even pretend to address.

I would give various unspecified favors to get into a teamspeak conversation with one of the devs, just so I can at least confirm whether or not they care about our feedback.
Good point on the gun automatically firing when you run out of energy. Bring that up on the PTS forums maybe?

actually though I'm a little bit worried on how they chose to address the love tap issue. If I'm NOT on ion gun I use love taps to finish off a severely weakened opponent, it's the only way to get off a shot at a barrel rolling scout coming straight at me, I might not be able to full charge a shot at them, but I can get off a partially charge shot to damage them before they're on me.

I'd preferred just to debuffs have a minimum charge or be scaled on charge level.

Zoom_VI's Avatar


Zoom_VI
01.24.2014 , 03:34 PM | #29
I feel like the devs read all those nerf burst lasers and dfield scout threads, but rather than changing those they decided they would just give everyone else some new toy to completely screw over scouts with.

Also I think AoE effect weapons like ion and the coming EMP missile should not be allowed to AoE off of Drones and Turrets. I.E if people are LoS'ing to defend their node you should not be allowed to just spam AoE at the turrets and take out the defenders that way. In short players should not be punished because the Ai can't dodge.

my 2c
Crinn

Sanity is for the weak minded.

Brewski's Avatar


Brewski
01.24.2014 , 03:45 PM | #30
I disagree with not allowing them to target drones, mines and turrets. The range on EMPs is not so long that you can't see the enemy approaching. The same can be said for Ion Rails now. If you are a scout defending a node and do not see the enemy approaching to EMP/Ion your node, you aren't doing your job.

What these will do is force people off the node to defend it. We won't see so much satellite humping, and instead will see more intercept and destroy, which is what (imo) scouts should be doing to defend nodes now.

The problem we have now is that you are stupid to leave a node to defend it. After the upcoming changes you'll be stupid to hug the node or worse, park on it after capture.