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Galactic star fighter suggested nerf for gunships

STAR WARS: The Old Republic > English > General Discussion
Galactic star fighter suggested nerf for gunships

MallocV's Avatar


MallocV
08.04.2014 , 06:38 PM | #1
Reduce they're max effective range to railguns to 8000-10000.

Theyre to OP at 15000 and are to hard to chase down. Let them have their 1 shot Slug gun and when they miss we'll have a chance to close the distance and have a chance against them.

I always thought the gunships was going to be like a Warcraft pvp Fire mage, class cannon, a big BOOM but If you get in range theyre dead.

Aries_cz's Avatar


Aries_cz
08.05.2014 , 04:35 AM | #2
Well, yes, gunships are ludicrously easy to kill once you get in close range, because they cannot run or turn around (well, they can, but not fast enough to be effective). And it is easy to avoid them (at least in my experience as a gunship pilot, where it is very hard to land a shot against a scout coming at you). The range is just fine, it is the only advantage gunships have.
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Storm-Cutter's Avatar


Storm-Cutter
08.05.2014 , 04:54 AM | #3
Scouts are good to hunt gunships - Scouts with speed, evasion & sensor damping. Then fire both sets of weapons at once. - Then chase them if they hobble away.

Easiest to do with full bars of Weapon /shield /engine and keep out of LoS - Then wait until they start targetting and shooting another player - then given them everything you've got. Swing around to finish them off - if they're still alive boost out of snipe range- use your cooldowns then come back for another pass. Easy.

Strikes are good for hunting too.- They can soak up the damage and get a few missiles in - Out-turn and generally make Gunships lives a misery.

A gunship that has just shot and then used a manoevre ability to line up the next is usually low on engine and weapon power - like a king on a chess board -easy prey.

Gunships with close scout escort and bomber / repair/ mine support - That is only countered by using your whole team or keeping at >15 KM distance.
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khamalito's Avatar


khamalito
08.05.2014 , 05:32 AM | #4
Get an S13 put Burst lazors pew pew pew on em watch those bastards die on 3 hits or less... good hunt

Warrgames's Avatar


Warrgames
08.05.2014 , 05:42 AM | #5
NERF <Insert anything> because I'm bad and I don't want to learn to play.

Loc_n_lol's Avatar


Loc_n_lol
08.05.2014 , 06:24 AM | #6
Quote: Originally Posted by Aries_cz View Post
Well, yes, gunships are ludicrously easy to kill once you get in close range, because they cannot run or turn around (well, they can, but not fast enough to be effective).
They can turn around fast enough to be a threat (esp with BLCs), or at least a big enough annoyance. The range of gunships means they're usually sitting comfortably behind their own lines, meaning it's more likely that they will receive backup rather than you, so stalling the fight is to their advantage, and finally, running away from a gunship is a losing proposition because that's inviting a rail shot in the backside.

The only reason gunships are sometimes easy prey is that most pilots are blissfully unaware of their surroundings, and CDs stacking means you can burst them down before they can even react.

I don't know if railguns need a range nerf, that's not how I would go about it. But I'd say they need a nerf to their offensive power, and especially their burst damage. Increasing torpedo ranges to 15km and beyond would also create a counter of sorts that doesn't involve bringing more gunships than the enemy team.

Quote: Originally Posted by Warrgames View Post
NERF <Insert anything> because I'm bad and I don't want to learn to play.
Don't NERF <Insert anything> because I'm abusing it and I don't want to adapt.