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Darthural

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  1. That is true, but BW did not like it. I thought about another way to fix DD-Specs. Currently damage is balanced 1. Dot before Burst and 2. Meele before Range. The result is, that currently a lot of people play meele classes. I suggests to change that into for 1. Meele: Burst before Dot and 2. Range: Dot before Burst. To keep everything in line Meele-Burst and Range-Dot focus strong on single-target while Meele-Dot and Range-Burst have better AOE capabilities. That means Range-Dot can no longer easy spread their damage on multiple targets, but would be there for DPS equal to Meele-Burst.
  2. Signed Simplette. I miss the option to shape my character for my style to play . But the role backwards is not the solution. Casual Skill Trees are not per se bad but stiff. I currently like the utility section, where you can choose goodies for a certain situation. I suggest a new section where you can choose the buffs and debuffs for your abilities. It should work like in GSF for the Rail Gun, where you have option to pick 16% crit chance or 10% base damage increasement. The section should be separated like the utility section in four parts. What I currently also miss is a roadmap for upcoming class development. No detail number stuff, just the way ahead. Last, but not least: Normally the SWTOR Dev-Team asks the community what they like and do not like. I want to flip that: Dear SWTOR Dev-Team: What do you like and do not like about the current classes, class mechanics and how the community use them ? I really appreciate any answer.
  3. Will be there some info about GSF changes as response to the big feedback?
  4. I disagree that medium range should be 10000m and long range 15000m cause then we get missile wars. 7000m to 8000m for medium and 10000m for long range is fine That is a point we can take about. You currently suggest a nerf for short and medium missiles and long range stay where they are currently. It is not easy to hit the target, but i get it on more than just bombers. While they have a heavy impact, they should be hard to fire. With your suggest it stays useless, because primary function is to damage shields. So in close combat I do not need them, when shields are down by laser fire. Then we have Torpedo Wars. Torpedos are very well on targets, that used their missile defenses. Just a point of force somebody to use them.
  5. I disagree you need a joystick for two reasons 1. You need to buy a controller! Current is fine because every one has a keyboard and mouse 2. Just practice, practice and practice. I needed 3 weeks with nearly daily games to learn flying and several times in tutorial to adjust key binds to my needs and comfort. But the main problem still is, you have to learn to imagine where are you and in which direction you move the mouse to make the right turn to your target. That is possibly easier with joystick, but can be done with mouse too. And, yes of course I played X-wing vs Tie-Fighter and X-Wing Alliance!
  6. The rating represent the "easiness" to send a hot welcome to your enemy. Higher rating means easy send message. But you forgot the important part: Chose a range or lock on time and than you can calculate the range I think is in need for this weapon type Example one: Concussion: 3350mr x 2,6sec = 8710m + 400m (by rank) = 9110m will do. (looks a little bit to well) Example two: Proton Torpedo 11500m / 3350 mr = 3,4sec -0,1sec (by rank) = 3,3sec lock on time will do
  7. Do you know how fast scouts can close that so called 12 range? Yes! People choose Sniper cause of the range. So reduce the range of it. With reduced range you are very fast in close combat, but as gunship you can manage your survival. You have just to think of escape route and options and hope that somebody helps you before you are out of defense options. This includes wise use of slow and boost speed, thrusters, drift, maneuvers and shield defense or in short: Fly or die! That most teammates do not care, is a problem, that can not be buffed or nerfed by BW. It is 8 vs. 8 not 1 vs. 1 vs. 2 (premate) vs.1 vs. 1 vs. 1 vs. 1 vs. 8.
  8. Fine, that most posts are in line with my feedback send to KeithKanneg last week. Overpowered: Armor Penetration: No Weapon should have 100%. 50% will be fine. This weapons be should good at ripping hulls a part, but less efficient against shields. Stacking Armor: Charged Plating + Company whit Structural Support + Deflection Armor and you fly in god mode (until someone come a long with armor penetrating weapons) Railguns: The problem is the 15000m range with accuracy and decreased tracking penalty. I have two solutions: 1.) decrease range down to 12000m and remove accuracy buffs. As already stated you hit less targets with Plasma Railgun cause of the missing accuracy buff. 2.) Increase Accuracy buffs and remove sniper mode. (I love this idea) Under powered: Strike Fighter Why already posted. Solution: Strike Fighters should be best in Engine Speed (I suggested 800m per sec) while scouts are best in turning rate at 720m per sec Engine Speed. And Strike Fighter should have access to the Interdiction Missile. Missiles: For direct comparison I calculated the Missile Rating [mr] = Lock on range / Lock on time. I used max skillable range. Cluster: 4231mr Interdiction: 3235mr Proton Torpedo: 3194mr EMP / Concussion / Ion: 2962mr Thermite Torpedo: 2941mr Sabotage Probe: 2037mr For Cluster Missile the lock on time matches 0,2sec to well. Interdiction Missile (5500m / 1.7sec) should be reduced by 0.2sec, but only if the debuff effect gets reduced down to 35% - 40%. I think, the best way to define sufficient range / lock on time, is given by 3350mr x Lock on time = Missile Range -+ Range (Lock on time) based on Impact Ranking Suggested Missile Ranking by current Impact on target: 1. Interdiction Missile: 60% slow and decreased turning rate [+0,1sec or -200m] 2. Sabotage Probe: disable ship controls (straight runner) [+0,1sec or - 200m] 3. Cluster Missile: Short reload [+0 sec or -0 m] 4. Proton Torpedo: Bypassing shield [-0,1 sec or +200m] 5. Thermite Torpedo: Debuff 100% armor penetration [-0,1 sec or +200m] 6. Concussion: 100% armor penetration or 35% slow, but inefficient against shields [-0,2 sec or +400m] 7. EMP: Disable Systems and damage drones, increased mine and drone damage [-0,3 sec or +600m] 8. Ion: slows the target or inhibits energy regeneration (pretty poor in comparison to ion railgun) [-0,4 sec or +800m] I disagree, that Quick Charged Shields are underpowered, because the trade of is less shield for faster engine power recharge. An if you combine Regen during Damage of these shields with a Companion with Power to Shields and Quick Recharge (Doc on Rep side) with Regeneration Reactor (Minor Component) and set power to shields you get tanky (sometimes max damage is not the best tactic) Hiding bombers and mines are annoying. But the problem gets easily solved, when emp field and missile effect range and damage gets increased. Cool down of EMP field has to be reduced and emp missile needs above mentioned changes to range / lock on time. I think Rapid Laser Cannons are not the worst. But I think Rapid and Light Laser Cannon should be combined to one Laser Cannon, that operates efficient at 4500m to 1500m range (unskilled). And I would remove current "Laser Cannon" and replace it by Quad Laser Cannon with +500m extra range (max 5500m current). (I need a rest) until later.
  9. Nice to see the threats Is the learning curve too steep to get into? For most ones yes, because a sufficient training area is missing and a reason to do. We need one area, where you can practice shooting on moving drones. The Drones should have different speed, amour, evasion and flying profiles (up to nightmare). The second area is to practice controls. Maybe someone remind X-Wing Alliance. In that game (I loved it) you had several ring courses. By time you learned how to fly. And a third area, where you can spend time as long as you want to adjust controls to your needs and test component combinations. Adding these three areas will be not enough. I suggest an weekly training quest and new achievements. In addition you can think of some kind of leader board, where the best times and scores are shown. And what about some ranked gsf while racing on ring courses with buffs and debuffs provided by Cerzka Corporation and sponsored by Giradda the Hutt. Crazy Idea: What about Huttball in Space
  10. Hey Dude, when can I aspect that you add Pazak as Mini-Game while waiting for pvp / pve - invite by the system? Would be a nice add on for the Nar Shadaa event too. And of course against players about some credits. For everyone a standard deck, and some special carts as random rare drop.
  11. Have you ever consider to invent a achivement "Class leveled without bonus to level X"? Be creative on the reward
  12. I have tried all specs but no chance. The Problem is, that I have only stuns and deffs for a short duration. I see no option without reflect or 1 min stun to pass this fight. MS: Burst one down asap - Did not work, because they jump away DF: Kite them down - Did not work, because they jump to you Sabotage: Burst and Kite - Did not work becuase MS + DF problem and my aoe attacks break stun Kaliyo is most helpfull in tank spec but not for long. And yes, I avoide aoe & damage as possible and use my interrupt. Any further ideas, except changing class?
  13. Are GSF adjustments in the pipe? There are a lot of fights with 3 gunships or / and 3 bomber or more bombers and gunships. Who moves dies *Pew Pew Chess*. Scouts and Strike Fighter are sadly out of chances, if Gunships and bomber clusters or bomber hide mine spamming under the satellite. some weaopons are to strong (Railgun, Burst Laser Cannon, etc) usefull things are not accessable (Interdiction Missile, Retro Thrusters) and some are nice but not really usefull (Sensor Drone, Weapon Power Converter, EMP Missile, Ion Missile etc) or very hard to lock on (Torpedo, Concussion Missile, etc) and still the cloakable ship is missing.
  14. Have you ever thougt of a server-down-stream to bridge down-time ?
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