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sentawan

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  1. Here are my balance suggestions. It has been written to balance components and not to change what components are on each ship. I feel that simply balancing components would make ships more balanced without adding components to underperforming ships. 1) Lasers: As someone who has flown hundreds of hours using ships without BLC, I believe these adjustments would make the lasers more balanced. a) BLC: I suggest making it third lowest tracking penalty (third highest reticle size), with rapid first and light lasers second. 100% armor ignore should be replaced/eliminated. This would make it less deadly in dogfights with strikes and bombers, but still allow for burst on GS. b) Ion: Max range needs to be at least 7K with all weapon range utility increases. c) Rapid: Must have largest tracking. Increase damage, crit chance, and/or percent to shields/hull on highest tier. With better tracking and higher damage output, they would make better bomber killers on nodes for some T1 strike builds, but these would still be niche and not useful for most ships. d) Laser: These are pretty standard for ships without quads, heavies, or BLC. Their main problem is weapon power usage. They would be better if the weapon power reduction in the tree was native and it got the ability to use another damage choice in that slot. e) Light Laser: Again, as someone who has hundreds of hours flying ships without BLC, I find utility in every other laser except this one. It is offered on ships that have the regular laser. Even though it has less of a weapon power problem than the regular laser, I always take regular laser because it has longer distance and requires less tracking time to hit for same damage. If you balance as I suggest above, I do not know how to make this laser attractive as an option on scouts and bombers that may decide to take them. Rapids would be better on nodes when BLCs are not an option, and with changes above, they may be preferred on some builds. Light laser lack the distance and suffer from prolonged tracking that make them bad for open area dogfigting. If they had the second largest tracking reticle/ second lowest penalty, it would make it more of an option for killing things in close quarters and on nodes, while giving more of an option than rapid for open fighting. While I think these changes to rapid, light, and blc does a better job balancing them, I do not know what else should be done to light to make them useful on ships that have regular cannons and not blc. f) HLC: I feel that heavies are in a good spot. I use them all the time on the T1 strike and T3 bomber, and with maxed weapon distance, they do really well. Their only problem is hitting things in close range. They glitch and miss at close range in the center of the targeting reticle. IDK if this is intentional or a glitch, but it is frustrating, especially when accuracy is supposed to be better at close range. 2) Missiles: a) Clusters: need no nerf or buff. b) Pods: need no nerf or buff. c) Ion: As with the ion lasers, the problem is distance. These should be at 8K without a tracking penalty/reduction or other nerfs to make them more viable. HLC max at 6900 distance. At 8K, there would be some reason to lock on and use them, while closing into HLC or other laser range. d) EMP: I use these on a T3 strike-tank solo-clearing-bombers-on-node build. They need to be reworked. In order to be useful on a node with entrenched bombers, they should be 10K distance and have a shorter lock on timer. Without a nerf to tracking, the shorter lock on would make them still useable in dogfights. The miniscule damage would not make them good for dogfights, but that is not their purpose. Extending the range and shortening the lockon would make them actually useful on nodes with bombers. e) Concussion: I don't think they need a nerf or buff. f) Thermite: These are not useful. They have a long range, which means you can get them off at range, but if you are engaging, the target most likely has full shields. Without changing anything else, I would like to see these tested with native 100% shield bypass and reduce to a relatively high bypass to balance them if they are OP. A high shield bypass may make them useful to take as a T3 scout. g) Protons: These are ok in TDM when backing up ships focusing on someone who has used all their missile breaks, but that is rare. I believe they would be more useful if their range was extended to 15K, without any other changes or nerfs. This would make them useful on bombers and strikes, particularly those that have directional shields and can eat a couple rail shots from GS. The GS would have to decided to move, shoot fast enough to kill the strike, or potentially eat a proton. If they use an engine ability to break the missile, the strike has moved the GS out of position, which can help the team focus on another GS or objective. Adding additional things to get GS to move besides scouts risking flying into a GS wall is a very good thing. 3) Systems: Most of the systems are fine. Others may suggest minor changes. I'll mention a few. a) EMP: This is on a scout. There is no purpose for them on a scout because it is dead once it gets close enough to use it on a node with entrenched bombers. This system ability should be completely reworked to target ships. It could completely disable regeneration rates to ships in its aoe. It would have no damage output, so it would not destroy bombs but could still disable drones. Making it negate all regeneration would make it useful to take on a T3 and T1 scout, but forcing its use within the current EMP radius would keep it from being OP because it would take skill to be used correctly. b) Command and sensor: I have not used these because I prefer other options on the ships that have them. While I can make no suggestions for balance, I recommend putting in many more CM ships that mirror the other ships. This would allow us to try multiple configurations and have multiple on our bar, like we can do currently with the T2 scout. 4) Ships: The above changes to lasers, missiles, and systems would go a long way to balancing ships. Unlike some posters, I do not have a problem with power transfer and the defensive abilities. I use engine to shield on a couple builds, and I would not like to see its effect buffed to have the CD nerfed. I'm ok with a flatout buff, but as someone who uses it all the time, it may be fine where its at. It essentially negates clusters against shields, which is the missile used the most, and I can use the transfer ability more often than the missile drop from an engine ability. For me, it is more useful in many situations and builds than a regular engine ability. I use a variety of defensives, and they are relatively balanced. Albeit, distortion field is the best. I believe all defensives have the same CD. If so, defensives with a similar or longer CD to distortion field could be balanced by adding a missile drop. Other than the extra missile drop on ships with distortion field, the problem with the ship balance is primarily BLC being used with other CDs causing 3-hit kills. With elimination of 100% armor bypass and greater tracking penalties, BLCs would be more balanced. b) Ship Stacking: If the above changes to weapons, missiles, and adding a missile break to all defensive abilities were implemented, the ships would be much more balanced and useful. The problem with ship balance is ship stacking, particularly GS. Two bombers can be cleared with a T3 strike with the above changes to EMP missile or a GS with ION, particularly with help from a strike or scout buddy. The above changes make stacking T2 scout less attractive, but they will still have the advantage in dogfights flown by good pilots. T2 scouts would be less useful on bombers without 100% armor bypass, which killing bombers should be the job of the strike, with or without GS backup. Since the above changes make ships more balanced against the T2 scout, I do not know what can be done to make people take fewer GS in TDM and reducing the occurrence of GS wall. Having proton be 15k provides an option for more strategy against multiple GS, but does not reduce the use of GS. I think the cloaking ships that were originally intended could harass GS enough to make people use them less and prevent GS walls, but since the meta would be changed enough with the above suggestions, they need to be played out before adding a new type of ship. However, I do want to see them added at some point.
  2. Only reason I do not use vibroswords and electrostaffs is because they do not have their effects. These must have slots. There are a lot of cool electrostaffs I would be using if they had effects.
  3. I can't find a listed bug where the new Synthweaving 200 Rating gear has less stats than 178 rating.
  4. In situations where you know that there are going to be heals from teammates, i agree that other options would be better. I most situations, I agree that most options are better. Of course it would be pointless to use right before you die, but any other ability is pointless when you are being chased. Overall, you are still talking about abilities that can be used only every so often in each game type. Here is where I find them to be usefull... 1) Deathmatch: When you can run and heal. Also, when you are getting fired on. It negates some of the bleed through, and there are many times when that little bit of health keeps you alive in a 1v1 situation. Any other ability may help you kill one ship quicker every minute. Whether or not it is a wash over the long run depends on many other factors. Too often I waste my damage abilities as I am chasing people all over the map. I pop them and hope for a quick kill. Then they zoom away and it is wasted. Here though, other abilities tend to be better. 2) Domination: Any time you are solo defending a node... I have often healed myself back to full with this ability. Not having to respawn and surviving solo on a node has often meant the difference between keeping and losing a Sat. For the average pilot, it probably wouldn't make a difference. For a skilled pilot that can solo defend and solo take nodes, it can make a huge difference. 3) Domination: Taking a node against two bombers with a defense heavy Clarion loadout... That heal with the repair probes allows me to take a Sat from two bombers. I can survive the initial onslought of mines and clear turrets with both the heals over time going and the EtS ability. Then I can defend the node with almost impunity against all but the toughest of premade adversaries. While I agree that the ability sucks for a last ditch effort from average pilots to save oneself against skilled pilots, there are situational loadouts, playstyles, and times where it makes sense.
  5. L2P, seriously? Learn to read before you post insults. I did say ion cannons were almost useless. You mentioned two complete loadouts for close fighting in a T1 strike, which can be accomplished by more balanced loadouts that have options for longer range, but to each his own. Extending the range does not negate your point... has nothing to do with L2P. As for Charged Plating... the other options are still better for specializing your ships for particular purposes. I would still argue that overall, they are useless compared to other options available on each ship that has them... still a subjective argument and not a L2P issue.
  6. I had no ill intent with the original post. There aren't anyone trying to put together premades on pub side, so I'd thought I'd try. There aren't anyone advertising guilds for GSF except Rogues. They don't seem to run as much as they used to. I'm not trying to put together a "crush" team, just one that is competitive and not usual 1-3 good players and 5-9 causals versus your 8-12 premade group, in which you guys crush regardless of how heroic those 1-3 good players are. Fully skilled/experienced versus skilled/experienced would be fun, wouldn't it? I know when I ran with Rogues in 6-8 premades and decimating pugs that it was not very fun after a while.
  7. The point of this was to put together a premade of skilled pilots on Republic side to counter your imp premade. That would be fun, but as it stands, I hate being one of the few skilled players on Republic side facing 8-12 in primetime. Regardless of whether or not VOIP or coordination, a group of skilled pilots vs skilled pilots is the point of this post.
  8. Gunship ball? LMAO... that would have required much more coordination than Republic pugs have ever done. I face this much more often then I've ever seen it on Republic running in pugs.
  9. Cym'baline 11d 21h 35m Cymbalin (new toon) My guild has Mumble that could be used to coordinate a premade.
  10. Hey everyone on the Republic side of the Shadowlands server. The best imp players have been putting together premades for far too long without us reciprocating. This post is to see if anyone is interested in putting their name up for forming Republic premades. Post your character's name and gsf total time played. If you have more than one gsf toon, post all the names of your toons and post the most time played. We can all then use it at a resource to friend each other and form premades in game. Also, post if you have voice chat that we can use.
  11. <Flames of the Phoenix> is recruiting active players who are interested in GSF, End-Game Operations, Planetary Conquest, and/or Unranked/Ranked PvP. All roles and levels welcome. 10% XP Bonus. "/who flames" in-game for more information or invite. End Game Content: We are looking for more players interested in running HM & NiM Operations. Galactic Starfighter: We are looking for anyone interested in forming groups to run GSF matches. Cym'baline is seeking to form regular premades and setting a GSF night. Unranked & Ranked PVP: We have a solid group of experienced PVP'ers, and we regularly do warzones as a guild. Planetary Conquest: We have a Guildship with 1 room unlocked. We are seeking people interested in obtaining their weekly conquest goals and killing battlemasters in order to further expand the ship. Mumble, Guild Website, and Facebook Page: We use mumble for guild voice during guild led events. We have a guild website that we are using less due to our facebook page that is easier to access for players. Overall, we are seeking active players who enjoy to play the game and seeking to be an active participant in guild led activities. If you are leveling, you will enjoy our 10% xp boost. Throughout the week we run various Planetary Conquest events, guild PVP and GSF, and SM/Gearing Operations. On Friday and Saturday, we run HM Operations. We are primarily from the Eastern Time Zone, but we have many players that are from the Midwest and all over the world. Ultimately, we are a friendly guild that welcomes all mature players from any background.
  12. 1) Burst Cannons and Rapid Fire have their Targeting Reticle swapped. This would boost rapid fire a bit and reduce burst cannons. I think distortion field is fine at the moment. The rest of the balancing is mostly based on having the right ship to counter the other side's ships. New players don't have them and can get frustrated. Since I've maxed most of my ships, I don't have much of a problem with this. Its just that burst cannons are still overpowered, mostly due to the scout's turn radius and the max size of the burst reticle. Swapping the reticle with rapid fire would balance them more. 2) Some way to counter the "Wall of Gunships" in deathmatch... I think including the stealth ships would make it easier to counter this tactic. I don't know of another tactic besides creating a wall on the other side. Then it becomes a match of who has one more kill than the other when time expires. 3) It would be nice if the game had native voice or some other means of communication... it is too difficult to type in chat 4) More maps and game modes 5) The only other problem I have is low population... Republic side on Shadowlands have a steady stream of new players, but at prime times, there is often only the same premade of the best imp side, maxed ship players. While we could counter with making our own premade on republic side, it doesn't help that they would still be queued against new republic players because these imp players are the only ones on. Crap...l almost forgot... 6) Legacy wide Fleet Requisition. I spend my free cartel coins on Fleet Req... I would spend more if I could then use that req on other toons.... I have too much ship req on my primary toon and nothing to spend it on. 7) Ion Cannons.... what the point... if I can't fire them before I get into range to fire another cannon... they are almost useless. Make them have a 7k range... I'd be for tweaking the hull damage lower... but they mostly only do damage on shields to begin with... not worth switching or taking. 8) Charged plating? whats the point?... these need to be overhauled... lower the bleed through by alot and lower the shield boost to compensate... and maybe, maybe they may have a purpose for certain builds.
  13. It didn't bother me before, when there was little reason to get purple tier 6 after 2.0, but after strongholds, the devs MUST balance the tier 6 missions. There are at least 7 Rich Gift, and there are no bountiful or rich metals/fabric. They should eliminate 3-5 (would like only 2 left) gift missions and add two bountiful and one rich of both metal and fabric. Hell... swapping 4 gift missions for one rich and one bountiful for each of metal and fabric (total 4) would be an even trade and be much more balanced.
  14. When there are 5 planets, smallish guilds can compete to get in the top 10 on a planet. That is not the problem. My problems include... 1) The pve part of the game needs to be made more in line with the points per time spent from the pvp part. The devs have said they will look at further balances of pve to pvp. 2) Since mega-griefing-guilds will continue to grief commanders well after they complete their ships in order to sell encriptions and frameworks on the GTN, they need to add additional ways to get either jawa junk or increase the drop rate of crafting materials needed to make encriptions. The other thing they can do is have an instanced commander that only toons that have completed their weekly conquest can group and kill once a week. I really don't want to expand my guildship by giving griefers more incentive to grief in order to sell frameworks and encriptions. So... balance pve part and make it easier to obtain the purple mats to craft encriptions.... would go a long way towards making the system more fair for small PVE focused guilds that want to expand their ships. This system particularly affects RP/PVE guilds that just want their ship for RP purposes, and they can't expand them because it is too difficult to get encriptions.
  15. I put a crystal in the kingpin blaster pistol. I can't see the laser light. I can't see the laser light when other people equip it either.
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