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Pile Driver or some other hack = game imbalance

STAR WARS: The Old Republic > English > Galactic Starfighter
Pile Driver or some other hack = game imbalance

Enticy's Avatar


Enticy
06.02.2022 , 04:29 PM | #11
Quote: Originally Posted by DakhathKilrathi View Post
I have a disability that means some sounds (such as the missile lock tone) can be physically painful. The change that meant missiles were more common was a hard one for me to get around, and it's not something I'm going to get used to. I more or less have to play with SWTOR sound turned way down and it's part of the reason I stopped streaming/recording; it's not a good representation of the game if I have it muted.

I also didn't say it needed to be an audio cue for this reason, just more noticeable. The game already uses damage flytext for when you deal damage, and it's how you know you actually scored a hit. If it was also visible when you take damage (you know, like it is in the rest of the game) it would solve the problem in a fairly unobtrusive way.
That’s valid. I think the issue with adding more visual cues is that it could get distracting. If you put it somewhere out of the way, it may go unnoticed. If you put in the middle of the screen or use flytext, you risk obscuring the pilot’s vision or distracting them. The game just needs to do a better job of pointing out the cues, among other fundamental aspects that GSF’s tutorial is woefully unequipped to cover.

DakhathKilrathi's Avatar


DakhathKilrathi
06.02.2022 , 07:13 PM | #12
Quote: Originally Posted by Enticy View Post
That’s valid. I think the issue with adding more visual cues is that it could get distracting. If you put it somewhere out of the way, it may go unnoticed. If you put in the middle of the screen or use flytext, you risk obscuring the pilot’s vision or distracting them. The game just needs to do a better job of pointing out the cues, among other fundamental aspects that GSF’s tutorial is woefully unequipped to cover.
SWTOR gives you really fine-tuned control over flytext, so if it was distracting you could just turn it off for damage to self while still seeing it for damage from self. You can already disable outgoing damage that way if you want to, and it works even in GSF.

CommanderOtto's Avatar


CommanderOtto
06.13.2022 , 10:06 PM | #13
Quote: Originally Posted by DakhathKilrathi View Post
First thing's first: pile driver is fine and you can even run ion cannon with it if you want iirc so I don't get the argument that it makes ion cannon worthless.

I do think you're onto something here; you're just focused on the wrong thing. The problem is that you do not get good feedback that someone is shooting at you with blasters vs missiles. Missiles are crazy obvious and it's impossible to miss it. Blasters? Most players don't notice, and they die quickly for it, piledriver or not.

I wouldn't mind seeing changes to the feedback you get when someone shoots you. Some way to make it more obvious would go a long way toward helping new players out.
I pay a lot of attention to the feedback, and I think that's not it.
I know of a couple of folks that take this to such a level, that it almost feels like a one shot. I just don't get it.

I even doubt that those defending pile driver actually use it the way it is being used by some people. One thing is to pile drive and hit a few times, quite another is to melt people in one shot or 2 shots (or at least that's what it looks like).
The only good lizard is a dead lizard - Republic Commando

Verain's Avatar


Verain
06.14.2022 , 04:24 PM | #14
Quote: Originally Posted by CommanderOtto View Post
it almost feels like a one shot. I just don't get it.
Being stationary and not seeing stuff coming can absolutely feel like that. A heavy and a quad, which can basically hit at the same time, is nowhere near as damaging as a lot of other burst attacks though, and the piledriver does need time to get his other shots in. It's even less damage if he's running the less bursty heavy/rapids. If you're worried about an enemy piledriver, you definitely need to not be stationary along his direct line of fire. The moment you break that line, piledriving becomes, first more difficult, and then completely impossible, as the reticule jump will make it so that the second shot will miss if the first hits and vice versa.

I've flown as and against them plenty, I dunno, I don't think it's any kind of problem. It's also been in the game for years at this point and it has always had the exact same pile of counters. Slicing totally disables it. EMP totally disables it. Lateral movement hoses it worse than any other build. Every debuff that affects accuracy and everything that affects weapon pool totally screws it up, so there's a huge pile of crewman that disrupt it heavily.
"The most despicable person on the GSF forum."

Loadsamonie's Avatar


Loadsamonie
06.22.2022 , 12:55 AM | #15
Quote: Originally Posted by CommanderOtto View Post
I pay a lot of attention to the feedback, and I think that's not it.
I know of a couple of folks that take this to such a level, that it almost feels like a one shot. I just don't get it.

I even doubt that those defending pile driver actually use it the way it is being used by some people. One thing is to pile drive and hit a few times, quite another is to melt people in one shot or 2 shots (or at least that's what it looks like).
You do realize Scouts can do the same thing, except instead of laser swapping to piledrive with two primaries, they simply combine their primary (usually either Lights or Quads, not sure how LC's fair in 7.0) with Rocket Pods, which in a lot of cases is even more dangerous than a piledriving T1 Strike. A T1 or T2 Scout piledriving with Pods and burst cooldowns like Targeting Telemetry and even Concentrated Fire can absolutely vaporize anything that they have a clear line of fire at, and they don't even have to adjust their aim for a bouncy reticle like a T1 Strike does, which means they can piledrive a target that's moving laterally and/or off center (though Pods have big penalties for being off-center, so consider using Wingman to compensate). It's genuinely scary the kind of burst damage a Lights/Quads/BLC and Pods Scout can put out with the right cooldowns, sometimes you're dead before you even know you're being fired at.

Which is why it surprises me that there are so few Scout mains these days, especially compared to Strikes. I know they have paper thin defenses but their killing power is something else in capable hands, so why they're not more popular these days is a mystery.

The point that Verain and others have been trying to make here though, is that the ship and its components don't make the man in GSF, the pilot does. An Ace pilot running a stock ship will always outmatch a Rookie pilot running a fully mastered ship, on the basis of their aim and flying skills alone.